I wish to spawn a component on my actor’s constructor. The Constructor Runtime is When I want to run this, and NewObject is preferably not what I’m looking for.
My Property looks as follows:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Basic - Admin") TSubclassOf<class UWorld_Standard> Interaction_World_Class = UWorld_Standard::StaticClass();
How do I add the Constructor code? Usually, if you specifically know the class, it’d be
CC_Interaction_World = CreateDefaultSubobject<UWorld_Standard>(TEXT("World_Standard"));
However, how would it be with the Property Value Inserted?