I have question about adding dynamically component, in this case it’s SplineComponent, and then edit it in Editor. So adding SplinePoints, moving them etc.
So I have :
USplineComponent* branch = NewNamedObject<USplineComponent>(this, TEXT("branch")); branch->Activate(true); branch->bSplineHasBeenEdited = true; branch->SetActive(true, true); branch->RegisterComponent(); branch->AttachTo(RootComponent); m_Branch.Add(branch);
And its works fine. Spline is created but in Editor I have :
“Native components are editable when declared as a UProperty in c++”
But how can i declare this branch as UProperty ?
Of course the TArry is :
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "LTree") TArray<class USplineComponent *>m_Branch;