I’m making tile generator which creating TileActor in UWorld.
In TileActor there’s bunch of static mesh component.
TileActor’s static mesh component’s count is not known because designer’s keep adding some stuff.
But I have to create some logic with those static mesh components.
So in tile generator, I want to get tileactor’s components.
And i wrote some code but it doesn’t working.
TileGenerater.h
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Tile_Property", meta = (AllowPrivateAccess = "true"))
TSubclassOf<AActor> TileType;
TileGenerater.cpp
AActor* TileActor = TileType.GetDefaultObject();
TSet<UActorComponent*> TileActorComponents = TileActor->GetComponents();
But in TileActorComponents
There’s no element inside of this variable.
Is there any way to get blueprint class Components?