In the project i’m working on in UE 4.13, I have a blueprint that checks the static mesh components from top to bottom and takes down information about them, and prints it back out in the same order. if I test this on a blueprint actor I spawn with two mesh components, it works fine.
When I run the test on the same blueprint actor that is already in the world when the project starts, it gets the information backwards. Looking at a runtime actor and one that is pre-placed, the component order is reversed. Is there any way to make them come in the same order no matter what? can I fix the order of the ones in the world?