Component Picker Tool allows for creating new properties called "Component Picker".
Those properties allow reference of components between each other in a hierarchy like you would do in Unity.
When used inside component as a public field, "Component Picker" property will allow to reference any component from the Actor's hierarchy that uses that component.
This plugin's purpose is to reduce the unnecessary boiler plate code that often creeps in to unreal projects to handle the communication between components.
How it works:
Component Picker holds a referenced component's name.
Whenever this name changes it will automatically get updated, doesn't matter if blueprint is in memory or not, it will be marked as dirty for you to save.
At runtime the "GetComponent" function evaluates target component and caches it, so there is no need to cache it's output yourself.
Hey! I’m very interested by your plugin. I have a few questions
What do you mean by “does not make the best spaghetti” ? Does it have bad performance ?
How does it behave when spawning an actor, with components using your plugin, on a multiplayer game ?
Also when do you think you will be able to release the 5.7 version ?
Hey!
Sorry for late reply,
“does not make the best spaghetti” was just a stupid joke, don’t pay any attention to it
Performance wise it is negligible, the first lookup of the component has some cost associated with it, but after that it’s a single line return.
As for multiplayer, this is fully client sided behavior - basically it doesn’t need to handle multiplayer in any particular way giving it full support.