Hello, I kind of don’t get the design decision behind how the UActorComponent default widget looks like.
When you setup an AActor* property, you get a list of all World actors to select into, and event a button to pick one directly with your mouse:
But here is what you get when you setup a UActorComponent* property:
That seems to be just a list of all the UActorComponent derived classes, so probably more what you would expect from a TSubclassOf<UActorComponent> property than a UActorComponent*.
This choice does not makes a lot of sense to me, since I think that Actors and Components falls in the same category of objects in the sense that you are very very likely to make a pointer to this kind of object point to an instance that exists in the World.
That’s too bad because the inability to setup the property to an object of the World kind of throw away any form of composition-based architecture you would have, and hinders the power of Components a lot. I think it would be far more useful to make the widget similar as the one of Actor, even though it will probably be slightly more complex since you can have multiple Components of the same type on one Actor.