So I have a blueprint actor, I want to add components to it and then edit instances of that blueprint placed in the world. Having to create variables and route everything into the components from the construction script is a joke.
Why would you put so much effort into removing boilerplate from scripting and c++ only to enforce this bizarre boilerplate in your high level systems?
Why is an actor defined in c++ special in that I can edit actor component instances?
Why do I have to define new actor classes at all, shouldn’t Actors really be an opaque component containers?
More aggregation, more composition, less class inheritance!