I’m looking into creating a tool for level designers and wanted to extend the Editor Utility Actor class and also possibly the Editor Utility Actor Component.
In playing with these I found that when I do a build the EditorUtilityActor does indeed seem to be excluded from the build (which is exactly what I want).
I found this out by adding a cube to a simple EditorUtilityActor and placing it in a level and while the cube is visible in editor and PIE, it is not there in a cooked build.
Great this is all what I want buuuuut, I’d like understand more about what’s going on here.
I tried searching through source code but I couldn’t find anything that showed me exactly how the EditorUtilityActor is stripped from the build. The AEditorUtilityActor code doesn’t do anything that would strip it from the build and I can’t find any references to it in the build code.
Does anyone know exactly what is going on during a cook that removes these from the level? Also what happens if a runtime blueprint references that EditorUtilityActor? Does that reference just turn into a nullptr?
I ask because I may want to try creating some other types of components like an EditorUtilitySceneComponent but there’s nothing available like that. Just EditorUtilityActorComponent which I could try extending to work like a scene component but before doing that I wanted to have a better understanding of the whole end to end flow.