How can I add an existing light from my scene to a custom C++ class?
If I create a default subobject in code, it creates a new light to that class. But I want to have this little eardropper symbol with which I can choose a light that is already inside my world.
So basically I did it like:
UPROPERTY(EditAnywhere) UDirectionalLightComponent* Sun;
Sun = CreateDefaultSubobject<UDirectionalLightComponent>(TEXT("Sun"));
I created a blueprint from that class but like I said it creates a new light instead of letting me pick one that is already there.