Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Attaching blueprint components to actor while preserving a reference to the original asset.

I'm working on some sort of editor tool that automatically generates a blueprint actor with a set of components.

The amount of components and their content is dynamically decided based on parameters set by the user.

So far so good, I can do all of this in c++. But I also want the user to be able to extend the functionality of these components with blueprints. So basically, I want to select an existing blueprint from the content browser and add it as a component to this new actor I'm creating (like you can usually do in the editor).

This is where I hit a wall, how can I add a component from the content browser to an actor and preserve the reference to the blueprint?

Right now I have something like this:

     FStringAssetReference MyAssetPath(pathPackage);
     MyComponent* BpComp = (MyComponent*)MyAssetPath.TryLoad();

But this creates a reference to the c++ parent class of the blueprint component (`MyComponent`) and I lose all the information the user might have put in the blueprint.

Does anyone know how to solve this issue?

I also posted this question on reddit, for people facing the same problem in the future.

Product Version: UE 4.21
more ▼

asked Feb 15 '19 at 10:26 AM in C++ Programming

avatar image

1 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question