How can I make the root component of an actor overridable?
I'm working on an actor that has very specific code that relies on a particular component, but doesn't, at it's base, require anything else. (It's a USceneCaptureComponent2D, and some render target code). Because the Scene Capture Component is the only component I implement in c++, it's by default the root, and I can't override that in Blueprint. Is there a way to make it so I can override it in Blueprint so I can, say, parent it to a static mesh?
asked Jul 26 '18 at 05:59 AM in C++ Programming
Use an empty component (USceneComponent) as a root and attach your whole object hierarchy to it. (In your case - the capture component) ...If you need your component not being the root.
Edit: You need a wrapper component to encapsulate the logic you need to override as I don't think there is a way to override inherited components in blueprint.
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