Is it possible to run this function from a blueprint editor utility, on a specified Skeletal Mesh Actor?
It seem not possible to utilize it unless you write a C++ BlueprintCallable Function
Here is another solution I found which only support StaticMeshActor
Is it possible to do the opposite? I realized a neat idea that I’d like to test. Basically I made house but I don’t like this grouping idea because if I want to re-use it, I have to duplicate the group over and over. I don’t even know how to move a group of meshes to another level either (can’t copy and paste or anything) so I think a actor blueprint sounds like the best choice. Plus, you could easily add intractable doors and the like easily.
Thoughts?