I have a world editor that I’m putting together for players to be able to create their own locations in my game. That means allowing the player to spawn any AGameTile through a list in my UI.
This is where I’d like to improve my own quality of living, lol
At the moment, I’ve had to create a UPROPERTY of TArray<TSubclassOf<AGameTile>>, and manually add any tile that I create to the UPROPERTY, and populate my UI using that.
What I really want to do though, just to eliminate one room for error, is to have my UI do something similar to SelectAllActorsOfClass() at the beginning, and then populate a struct using each member. This might seem minute and trivial, but this way I can (for instance) produce 50 tiles and have my code handle the entire process from there, without “Was there one in the middle I forgot? Oh dammit, now which one of the 75 tiles did I miss???”
Problem is that everything I’ve found regarding the selecting of multiple actors, or actors of a given type, only applies to spawned actors.
Am I using the only method available to achieve the result I want? Surely there’s a method of some sort that I’ve just not been able to stumble across?
Thank you in advance for your help.