I’ve an editor widget that adds a utility for building our my floors and walls. I’ve the math done already to size it to over the floors and walls as needed, but I can’t seam to set that size into the blocking volume spawned in by the editor utility tool function spawn actor from class (NOT the normal runtime spawn actor from class). Does anyone know how to size these from blueprint? Is it only possible from C++? For reference I’m referring to the below settings.
Using Set Editor Property also doesn’t work.
Property name was directly copy and pasted from the property on a component as well. There has not to be a way to do this otherwise what the heck is the point of editor blueprints and editor widgets if they can’t change editor properties, lol.
Maybe Geometry Scripting and its Create New Volume From Mesh can help here? Has anyone tried using that to create a cube mesh? All examples I’m finding are for convex shape.
Ok, Geometry Scripting was the key. I used the below tutorial.
Lets you generate a blocking volume from the selected meshes. My floors are planes so had to use ComputeMeshSweepHull instead of Convex, but walls work fine with Convex and setting the faces to 6 so it’s a square. Works great!

