I’m reading the tutorial Components and Collision from Unreal it says:
“Hard-coding Asset paths, like the Static Mesh for the sphere in this example, is not generally considered a best practice; we would usually create the Component in the constructor, make it editable, then create a Blueprint Asset in Unreal Editor and set up the Static Mesh Asset there…”
I don’t understand what it is talking about when they say: “… create a Blueprint Asset…”.
Do I have to create a blueprint asset with the static mesh I have hardcoded or with the C++ class?
I’m confuse because I have checked that I don’t need to Blueprinting a C++ class to add it to a map and much less to set it a Static Mesh in Unreal Editor.