I just learned how to use UPROPERTY(), but now I have a problem.
Here I have a PointLight instance (placed in the world
In an actor, I want to use this instance of PointLight. I want to set it dynamically through the unreal editor, so I set this into the actor
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Light Config")
UPointLightComponent* Destination;
But now, when I try to point in the editor to the specific pointlight, this happens
Instead of all the pointlights that I have in my world, there is only the option to instanciate a new one.
Does anybody knows what I’m doing wrong?