At the very least, I should be able to cast these assets I am asking for, to actor. NOPE. I’ve tried casting them to their actual BP base type, C++ base type, which is different.
All my my actors have a TON of USceneComponents. I was using these as visual aids for their simple transform. Now loading a level with a ton of them with all of these components is ridiculous.
Easy, I made a CallInEditor func that copies their Transform to an array. On the object, that works in the level on the actor. I need it to work on the BP itself so I can then manually delete the components I see fit. Easy… NOPE Even in C++, making a very custom FAssetTypeActions_Blueprint class I get a custom function call when I right click the correct asset type. Cool. I ask the actor for all of their SceneComponents in the very same function that works in a level, I get 1 component. The Root component.
Any ideas? I got the idea that the C++ class can’t really see what’s in the editor. Like a C++ class can’t know about a variable I defined in the BP. Ok so I am able to ask for components at RUN time and use the actor function to get Components but not in Editor time. IDK. But I can’t get squat with EBPs. In C++ I can tell the base class type to GetDefaultObject. This apparently isnt a thing in EBP?