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DynamicMeshActor? with dynamic mesh and properties

My wish is to have a generic StaticMeshActor with a couple of properties (e.g. like name, type, group, StaticMesh-name, weight, IsPickable, ...) in a way that i can load the concrete actors at runtime from an external DB. I want to do it that way, because it is a dramatical effort to maintain lets say 10000+ items just by manually changing the static actor files inside the ue4 editor.

Is there a way on unreal engine to do this kind of item management?

So i just found a BAD way, by creating a default StaticMeshActor class like "ItemBase" which has variables for all the properties, some default static mesh and in addition a initialize function. I can spawn a actor of this class and afterwards call the initialize, which spawns the real StaticMesh which shall be visible. BUT this way appears a bit strange, because i spawn stuff twice and the first one of the default mesh is dirty and i need to hide it.

I'm thinking of a set of properties which i can use as input when spawning the actor, lets say in the constructor, but this is impossible with the "Spawn Actor from Class"-node

Like a DynamicMeshActor ;)

Product Version: UE Github Master branch
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asked Feb 06 '17 at 02:40 PM in Blueprint Scripting

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