Is it possible to make a requirement for an actor to require a component that has an implementation of a component interface?
Similar to BindWidget, but for components.
Is it possible to make a requirement for an actor to require a component that has an implementation of a component interface?
Similar to BindWidget, but for components.
So I have this setup
UCLASS(Abstract, DefaultToInstanced, EditInlineNew, Blueprintable)
class BaseEquipmentComponent
---
UCLASS(EditInlineNew, meta = (BlueprintSpawnableComponent))
class RandomEquipmentComponent : public BaseEquipmentComponent
---
class RandomActor : public AActor
..
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Instanced, meta = (AllowPrivateAccess = "true"))
BaseEquipmentComponent* equipmentComponent
In the editor I can then add a sub component of the Base class and edit it’s values
I can compile and save the new asset. The problem now is that if I restart the editor then the equipmentComponent is gone with all of it’s values. Only the instances of it spawned in the “world” is fine.