[C++] How to get/pass reference to bluprint's component

So there is no option to perform something simillar to Unity’s approach, so that I make an exposed variable ( Actor in this case ) and set it in the blueprint manually?
There are at least two disadvantages that came to my mind of using GetComponents() :

  1. This solution is not explicit, so the blueprint can be easly broken, and it’ll be hard to find the problem.
  2. GetComponents() has to be performed on the startup, so if there is more of this, it’ll increase the initialization phase time.
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