Thanks for reply. That seems to be working, but if I am not sure how to properly attach components together.
In header file (WallComponent.h) I create property
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Test)
UInstancedStaticMeshComponent* _instances;
and in constructor:
auto name = this->GetName();
name += FString("-wall");
_instances = CreateDefaultSubobject<UInstancedStaticMeshComponent>(*name);
_instances->SetupAttachment(this);
After adding component Wall to Actor in editor I can see that InstancedStaticMeshComponent was attached to Actor and I can edit it using blueprints.
BUT in Details window of attached Wall, there is editable property **Instances **(of type InstancedStaticMeshComponent), which seems to be different one than the attached component.
Any idea what might be cause?
I am afraid this might lead to memory leaks.