Add persistent component to placed actor with c++ callineditor
Basically... Is this:
what I want is from C++, in a CallInEditor funciton, create a new component (like doing NewObject(OwnerActor), and then attach it and be able to modify its properties in the level editor, just like a component added to the scene.
I've found that UE creates something called a SimpleConstructionScript, where it caches and restores the items created. but I haven't got further than that
What I want in the end is to create an utility that takes all the staticmeshes in a box, and destroy the staticmeshactors and spawn the meshes as the components of just one actor. I tried keeping transform and meshes, and building them on construction script, but this won't allow me to set them as Static. but adding meshcomponentts manually to an actor allows it (and by doing it, it will work with static lighting)
Inherit from UActorComponet (no Transform) or USceneComponent. make sure you add this meta to your UCLASS.
answered Jul 13 '17 at 08:44 PM
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