component question. probably basic stuff - blueprints

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the screenshot is from the chest componenets details inside of actorB.

i dont think its possible without making chest a c++ class, im not even sure thats possible, or doing it in blueprints which creates more runtime processing.

basically i want to be able to create instances of inventory and the items in the inventory from the details pane and not blueprint so its stored instances and doesn’t have to be calculated every time it runs. is that even possible in c++? to parse thru the components and pass their variables to the details pane of whatever parent its in? im guessing its time i crack into ue4’s c++ because i hit roadblocks consistently with my design in blueprints alone. i just assumed this would be a built in editor feature which is why im asking after research.

my non c++ workaround so far is to have chestComponenet carry a variable array of strings(or ints) that can be filled out in the details panel that pass that info into the inventory in chests blueprint… but this really kills the modular aspect that compelled me to make inventory a component in the first place and creates more runtime processing so i was trying to avoid it.