I have a Pawn with a CustomComponent.
The CustomComponent, on runtime, creates several AudioComponents, MeshComponents and so on and attaches all of them to the Pawn. But, the Pawn doesn’t have the pointers with UPROPERTY to this components because that is not part of the class design, so I can’t see the components in the Editor and modify them on runtime.
I know I can visualize and edit the components in the Editor from a reference inside my CustomComponent, but the desired effect is that I could edit them right on the hierarchy tree of the Pawn.
Is this a bug? Is there a walk around to achieve this?