How to Add Components from a Blutility?
In an actor blueprint we have the option to "Add Static Mesh Component", however from a blutility script-- even with a reference to the selected actor obtained -- this option does not appear in the dropdown (even with "context sensitive" unchecked).
For more context, here's what we're trying to do: our designer has assembled some actors in the level editor by attaching StaticMeshActors to another actor that has a SkeletalMeshComponent as the root (which is much, much easier to do in the level editor than trying to add static mesh components in the blueprint preview pane). I'm trying to write a blutility to iterate through the attached StaticMeshActors, extract their transform/socket/mesh and replace them with StaticMeshComponents owned by the parent actor, deleting the child StaticMeshActors, so the whole assembly can be saved to blueprint.
asked Nov 03 '17 at 12:33 AM in Blueprint Scripting
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