How do I attach two actors to another in C++?
Because of reflection (and blueprint system) system construction time attachment reflected only at engine startup or when you create/inherit new blueprint class from this class.. (so in short c++ classes are created when you inherit a new BP class from it)
But since UChildActorComponent is just a component and his job to create a new actor, the newly created actor would be definitly not attached because it would be created at runtime i think :) (maybe you need reattach it after object is spawned)
Also you wont see UChildActorComponent* Orbit because you missing the reflection macro to make it visible in blueprint (you can read about here: https://wiki.unrealengine.com/UPROPERTY , and here: https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Reference/Properties )
Should look like this
BTW ue4 has a huge component system, so if you dont want to use a whole new actor as orbit, you can use lot of other components, like ustaticmeshcomponent.. you can attach this components at construction time and you can work with them :)
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