Hi there, I’ve added a UStaticMeshComponent to an actor via c++ in this fashion;
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
RootComponent = Mesh;
And when I make a Blueprint that derives from that c++ actor, the static mesh component shows up and is editable. However, after setting a Static Mesh to be used in that component I do no get the immediate option to set it’s material like you would if you were to add the component through blueprints itself. Instead, this is what I see.
Is there something I am doing wrong here? Any help would be greatly appreciated.