I want to make sure I understand the relationship between member variables defined in C++ with values assigned from Blueprint Editor.
First, I created a class called
FPSObjectiveActorwhich has a member variable
UPROPERTY(VisibleAnywhere, Category = "Components") UStaticMeshComponent* MeshComp;
And in the class constructor, I did the following
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
Second, I created a blueprint called
Third, I opened the Blueprint Editor for
MeshCompshown on the Component Tree, and finally changed the Static Mesh from
Noneto one of the available options in the drop down list.
Is changing Static Mesh from
None to one of the available options the same as repointing
MeshComp pointer from its default object (obtained from
CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));) to another object assigned in the Blueprint Editor?