I’ve used NewObject() to spawn a new component during gameplay but nothing is showing up when the function is executed. The code compiles without complaint.
Are my suspicions that new components spawned in a C++ class during gameplay will not appear on its blueprint children? Am I better off executing a UFunction and handling the last bit of the spawning in blueprint on the child?
I’ve now tried instead creating a UFunction that then executes an Add X Component node during play but while this also compiles and plays just fine there is no sign of any components being added to the actor.