How to create an actor inside a component?

Well I decided I would go for a FireComponent doing the stuff and being a member of a FireSource actor. Flammable is derived from FireSource and can take fire damage as opposed to the default of its base class. FlammableStaticMesh gives a mesh in addition. UFireComponent derives from USphereComponent so it already has what it needs for overlapping actors checks (at least that’s what I was hoping).

Now I was trying to create blueprints out of those. So an F_Ball BP derived from AFlammableStaticMesh. And an F_Projectile BP to replace the default projectile in the FPS template. Some things worked fine for a time. Than stopped working without a change. I just don’t get it how sometimes things work and after one more compile they no longer do.

I had a TickComponent working fine in F_Ball and no it no longer does. bCanEverTick is enabled on the PrimaryComponentTick. Same for the projectile. Also I always set bAutoActivate to false for the projectile and it always spawns with true… So I explicitly set it to false in the ctor and even further events, also checked in the BP. But when debugging the SpawnActor sets it to true… I’m just getting so heavily bored of all that nonsense. Can’t get a ■■■■ stupid thing to work right.