Disabling Components and Reactivating them.
Alright! In Unity you’ve got the ability to access a game component and disable, I know this function exists in UE 4 as the following “UActorComponent” I’m just wondering has it been exposed to blueprints?
Currently this is how I’m disabling a game component, Its slow and sloppy because for a small amount of time you’ve got the visuals still active. Rather than having to Rewrite this function in C++ I’d at least like to know if its possible to do so in blueprints?