We are experiencing problems with a set of blueprints that create dynamic Components in the constructor. I have already implemented an editor utility that takes a set of actors placed in a level, “extracts” the dynamic content created and creates new Actors with that content.
It works great, but the number of blueprints are quite large and I don´t want to replace the ones that are not making use of the constructor.
Is there a way that I can check if the constructor function of a blueprint is implemented in C++?