With a Widget I can create a C++ base class and do something like this:
UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) UImage* PreviewImage;
so that a Widget BP that inherits will need to have a
PreviewImage to compile.
Is there a way to do something similar, but for an AActor subclass?
I would like to have access to a static mesh property, but have the blueprint implementation define the exact static mesh. The C++ implementation wouldn’t need to add the static mesh.
Something like this:
UPROPERTY(VisibleAnywhere, Category = "Presentation") UStaticMeshComponent* StaticMesh;
Thanks for the help!