UPROPERTY(BlueprintReadWrite)
USceneComponent* MyPublicVariable;
What is the best practice way to assign MyPublicVariable in the editor?
Do I have to use blueprints?
Do I have to do something like
for (UActorComponent* child : GetOwner()->GetComponentsByClass(USceneComponent::StaticClass()))
{
if( child->GetName() == "SomeNameHere" )
MyPublicVariable = Cast<USceneComponent>(child);
}