I wish to be able to change the default settings of the child actor component inside the blueprint editor.
I know this is not currently a feature, so im also looking for a work around.
My situation is this, i am designing rooms in the blueprint editor with all of there various actors needed inside of them.
I am doing this in the blueprint editor and not the world editor because my rooms are connected to each other by procedural generation.
So my room is a static mesh, with some custom child actors in it to give it the functionality it needs,
for example i have a power system that requires node actors i made in c++ (the basically send ‘power’ to each other), now because i cannot edit any values of a child actor in the editor other then its transform i need to make a different blueprint for each time i want a different default value. for example they have a int that’s editable anywhere, however it can not be changed once its in the blueprint editor as a child actor.
Example, i have a key that can have a int range of 5 (think of it maybe as a security clearance card)
i would need to make 5 blueprints of this key and then add them to the room as child actors to make all 5 levels of the key.
whereas in the world editor i can select its properties and make the key int exposed and editable. Meaning i can use one blueprint and change its default values on the fly.
or a loot blueprint with a enum and you can select what kind of loot it will spawn, because you can not edit the defaults of the enum from the blueprint editor once its a child actor you cannot use it in the same way as the world editor.
So, what am i doing wrong? How can i get around this? have i done it all wrong?!