Can I access properties of a Blueprint
before it’s instantiated?The problem is, I have to hard code
this value, as I cannot access the
BoxCollision extents before I’ve
spawned the Blueprint class - and at
that point, I’ve already positioned
it.
It sounds like a simple case of utilising the Construction Script and an Exposed variable:
- create a variable in the spawned actor to hold the data, flag it as Instance Editable and Expose it on Spawn
- you can now use that variable in the Construction Script
- the exposed variable can be edited right on the Spawn From Class node
This should allow you to pipe in new data and instantiate the object with non-default values.