I would certainly try to do this, but I can’t even get the actor to spawn in the first place. If the actor could be generated, then I could check to see if the component is generated properly.
Later, I should be able to spawn the actor via Blueprints and then see if the component stuff works, but I can’t at the moment. I would prefer to figure out how to spawn an actor from c++ first though, since that’s a bit more crucial.
Just calling ()->SpawnActor(…) in the overridden BeginPlay event of a player controller doesn’t seem to do the trick.