Hello,
I created an actor, that’s supposed to store a pointer to a component of a different actor. Basically it’s characters walking on a grid and I want characters to store a pointer to their current field. Looks like this:
UPROPERTY(VisibleAnywhere)
UGP2_FieldComponent* CurrentField;
What happens after I do that is that all properties of this component are dumped onto the details panel of the actor which holds pointer to it, making it unreadable. I assume it’s because of how the scene component hierarchy works in UE4, but is there a way to work around it? I just want a pointer to a component, not pretend as if that component is my new component shared by 2 actors (?).
Here’s a screenshot. Highlighted proprerty comes from the field component, but as you can see, I have a character actor highlighted. Note that it’s a bit better when it’s EditAnywhere instead and all properties are grouped into a section that way, but srsly, I just want a pointer in the same way how it works with Actors.