For example, my blueprint has a ‘Point Light’ component, after an instance of this blueprint is dragged to the scene, I’d like to edit properties (color, intensity, etc…) of the ‘Point Light’ component in the Editor’s detail panel, but I’ve found no way to do this.
A workaround is to create several public variable in the blueprint like ‘color’ or ‘intensity’, then set them to the ‘Point Light’ component in ConstructionScript, it works but rather tedious (imaging a ‘Camera’ component which has dozens of properties for post-processing).
In the C++ template project ‘Twin Stick Shooter’, the player’s pawn is exposed as Blueprintable, and it has a ‘Camera’ component attached, somehow all of the 'Camera’s properties is editable in the Editor, which is exactly the behavior I’m wanting, but I think C++ is too overkill for such a simple task.
Is there any simple way to do this in pure blueprint without C++?