I’m trying to clean up my CheatManager by moving functions into various UActorComponents, but I’m having trouble.
When I have an exec function directly inside CheatManager it works fine.
However when I move that function into a UActorComponent that’s created by my CheatManager, the exec function shows up in the autocomplete list, but the log shows “Command not recognized” when I hit enter.
What am I doing wrong? Is there a way of having exec-able functions in a UActorComponent? Is there a different way to modular-ize a CheatManager?