I have run into a bit of a problem with my setup and I am wondering if it is possible to fix.
I have a custom C++ pawn class
In CPP constructor:
- It creates a static mesh as root
- Then 4 (custom) truck spring
components where each of them get
attached to the root component
- Then for each spring it creates a
child static mesh for the wheels.
Ideally I want to set the static mesh for each wheel & the body in the BP but I can’t get the component properties to appear in the BP. I’ve obviously read up on storing a pointer to the created property and have UPROPERTY(EditDefaultsOnly) modifier on them… but to do this for each of the spring components AND each of their wheels does not feel right.
Is there any way to overcome this issue?