I’m trying to understand better how to spawn actors in my editor. Is this the correct order for creating a fresh actor with components in level or adding a component to an existing actor in level with c++ :
- World->SpawnActor<AActor>(Class, Transform, SpawnParameters)
- Actor->PostSpawnInitialize(Transform, Actor, Pawn, bRemoteOwned, bNoFail, bDeferConstruction)
- Actor->PostActorCreated() or PostLoad()
- ActorComponent->OnComponentCreated()
- Actor->PreInitializeComponents()
- ActorComponent->InitializeComponent()
- Actor->PostInitializeComponents()
- **OnActorSpawned() ??? **( Not sure what this is or if it is important )
- BeginPlay() ???
If so could I UFunction these in a custom cpp and h files, compile them to make them callable in python?