Hi there,
I basically need a staticMeshComponent in my blueprint which some additional data (some strings, an array of integers and so on).
AFAIK it isn’t possible to add blueprints as components in other blueprints (and being able to configure them in the editor like other components, so childActor is no solution here).
So I basically would like to derive from staticMeshComponent, add a few new variables and then add this ‘staticMeshComponentExtended’ to my original blueprint. Alternatively I could use a map of settings with a reference to the specific staticMeshComponent in my existing blueprint.
But that seems not possible either, because the dropdown in the blueprint editor just stays empty instead of listing the names of all existing components in the blueprint.
I really need some method to just define a class, add the stuff I need and then use that as a component in a blueprint.
How is this supposed to work? Why is there no such thing as a ‘Blueprint wrapper’ for components? Is this really only possible with C++? If so, where can I find the full documentation how to do this?
Thank you,
EDIT: Even the C++ method doesn’t work for me. I added
UCLASS(meta = (ClassGroup = VRSR, BlueprintSpawnableComponent))
to my class derived from UStaticMeshComponent, but the editor doesn’t still list it as reusable component.