I’m trying to set up a blueprint that can add X number of child actors to an actor in the Level. The function effectively checks an actor array variable and creates a child actor for every “Not Valid” entry in that array (it then assigns the resulting actor to the array index).
I see the Actor get created and assigned to the array, but the component never appears in the details window. Furthermore, if I move the base actor whatsoever, the new actors disappear. I’ve had the same experience with Static Mesh components as well.
Am I missing a step needed to properly Add Components while in the Editor, such as an invalidate or finalize function I need to call? Or is the functionality just flat out not supported?