If I have an actor in my level that manages certain things, can I have it detect when actors/components are added/removed in editor and track them?
I’m currently doing a scan for all actors/components every time one of my levels is streamed in for a procedural level generator which I think can be avoided if this is all precached ahead of time in an actor that exists in the level.
For example, if I want to know where all the doors are in my level, I’d like to have an actor that comes preloaded with references to all doors, instead of iterating over everything in the level and checking if it’s a door.
It would be great if I could detect this in the blueprint editor as well. If I add a certain type of component I want to store a reference to it and maybe store it in some other data structures.