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Add Component to Blueprint using passed in Class

Hello, i noticed there is no way to add a Component to a Blueprint during runtime (Such as in BeginPlay Event), using a passed in class.
This functionality works with the SpawnActor node, which allows you to pass in a Class that inherits from AActor, but there is no way to lets say add a ActorComponent based on a passed in class that inherits from ActorComponent.

Is there some way to create a node for blueprints, using C++ that would have this functionality?