In C++ I have this property for a component.
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"), Category = "Attachment") USceneComponent* SomeComponent;
In the engine, when I edit the property, I have a dropdown of component classes. When I select one it looks like it tries to create a new instance.
I’d instead like to drag one of the actor’s components in and set it that way. Or if the dropdown list had a list of components in the actor.
Is this possible? Unity has similar behavior which is kindof an essential Unity pattern.
In Unreal I can only think to do this in code like in a construction script which isn’t as user friendly.