Hi ,
many thanks for your detailed answer. But I am really somewhat confused now. I actually don’t need the content of variable, I also don’t want to write something into it at design-time, but I just want to reference name of it at design time, exactly like you described in (1).
I want to configure individual ‘car designs’ here. It basically just saves information like “load static mesh 1 in component X, then static mesh 2 in component Y etc. and you’re done” (applied in-game).
So it’s just an assignment of meshes to component variables, just like you would adress a IMG-element in a browser and change actual picture at runtime. Of course, this does only works, if game is running but I should be able to configure target components at design time.
But list in class default doesn’t show the names or reference of static mesh component variables either. It’s same for a non-array variable.
That leads to (absurd) and really error-prone workarounds:
As there is no 'get component by name* node either, I have to manually add a tag to each static mesh component which saves it name, so I can later get it with ‘get components by tag’ and select first hit. For being able to configure car design in class defaults I then assign static meshes to tags instead of just directly referencing target component variable (which isn’t listed).
Many thanks for investigating this, really appriciate that. But what’s sense of a pointer or reference if I can’t use it…?