Able to Create Class derived from PrimitiveComponents directly in Blueprints.

Pretty much what the title states. I know I can do it in C++ pretty easily, but that’s my point also. Why isn’t this functionality exposed to Blueprints?


Implementing a new render scene proxy in Blueprints (the main reason to subclass UPrimitiveComponent) is not likely to happen. It’s not a particularly common thing to need to do, even in C++; it’s a performance critical path, and it’s running on a different thread with a huge surface area of things that would need to be exposed to BPs that aren’t currently.

Michael Noland

Gotcha, it was worth a try. Thanks for the response!