Is there a way to pass basic parameters like int, float, etc to a c++ per-instance in a manner that allows the c++ class to spawn components within itself that have static
mobility
such that the lighting build will catch them properly, but to allow a per-instance generation of objects?
For instance say I have a rack made of posts, struts, shelves, etc - it’s relatively straightforward to calculate where to place those static meshes and how to scale them to get a rack with x number of shelves of some arbitrary dimension without distorting the supports or shelf thicknesses - but whenever this is attempted within a blueprint it will crash saying you can’t spawn meshes and will usually corrupt the level until the blueprint is deleted. I know you can spawn components in a c++ class within the constructor but is there any way to get parameters into that constructor per-instance so I might use the same c++ class for a rack with 3 shelves or 4 shelves with arbitrary x/y/z dimensions as long as the dimensions and component counts and such don’t change thereafter?