I might have multiple instances of Type B so I can’t do FindComponentByClass in initialization.
I could add tag or something and search all components of Type B based off that at code time, but that seems pretty terrible as it would require a hard coded string.
Currently the accepted solution is to use a construction script in the actor blueprint, but any instance of these two components on an actor would require that.
I know I could probably get this done using a details customization on Type B, but I would like to be able to do this on any component.
You can call ::GetComponents on the Actor.
And the iterate the array and check if ::GetName() is == the Component name in type A.
When am home i can post a code snipet for you.
That doesn’t work for a generic actor with multiple instances of component Type A. What I’m asking for is more editor enhancement for looking up instances of Type A within the dropdown on Type B. I’m guessing since this doesn’t appear to be supported it would have to be core property editor code changes.
After further research of the property system I’ve found that this isn’t possible without heavy engine customization. I would need to make a new UProperty type for the ActorComponents pointer as currently there is already a dropdown created via the classviewer module with editinline new uobjects.