[Editor Utility]Adding component to actor in level

Hi i’m trying to make an editor utility that adds an ActorComponent to objects I have selected in the level. The problem is that the component added never is visible in the details panel, but if I iterate over the actor’s components it exists. But if I close and save the level and reopen it, the component added never saved.

AddComponent Blueprint:

TestComponent Blueprint:

Result after using both functions as Scripted Actions:

LogBlueprintUserMessages: [None] Component GeometryDataComponent_0 added to actor Actor_5
LogBlueprintUserMessages: [None] Component GeometryDataComponent_0 exists in actor Actor_5

I also tried connecting the actor to the “World Context Object”, and also connected the GetEditorWorld. But nothing works.

Any idea?

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If you made your actor component in the editor that did not work for me either… if you add component to any actor in a level and make a blueprint or C++ script component off of it that runs through setting up a new class that inherits from Actor Component

wasn’t able to find a different in editor option to make a blueprint script component so there’s probably another way, if you find it would love to know, but that should work for ya

344220-editorcomp.png

Hello there, just wondering if you ever found out how to get this working, as
I’m currently facing the same issue.

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I found a solution but it only works in Unreal 5.0+

Add a component with Blueprint script in the editor