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TArray of UInstancedStaticMeshComponent?

I want to have a TArray as a UPROPERTY(EditAnywhere) so the designer can place various meshes into the array, and the code with procedurally choose from among them. The problem I'm having is I don't know how to initialize the instanced meshes. If I use NewObject it seems to work fine, but I am then unable to manipulate the instances, ie RemoveInstance does nothing. If I use CreateDefaultSubobject I can manipulate the instances just fine, but I can't really do that if they don't exist yet as the array is empty when the constructor is run.

Any ideas on how I can accomplish this?

Product Version: UE 4.21
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asked Dec 03 '18 at 07:16 PM in C++ Programming

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