Boy this seems like a dumb question, but google isn’t turning anything up…
I’ve got a c++ actor component, let’s call it UMyComponent.
I’ve got an actor in my scene that has that component on it. I’ll call it actor (a)
I’ve got another actor (b) in the scene, and its blueprint has a variable of type UMyComponent (Object Reference) named “theComponent”. That variable is public. That variable is instance editable.
Is there not a way to allow the user to drag actor (a) onto the “theComponent” field in the details panel of actor(b)? Does the editor not see that the actor being dragged has the required component on it?