Hi!
My problem is: I’ve created a BP_SplineCloner that adds Static Mesh Components based on a pre-defined distance. After that a Set Static Mesh node, followed by a Set Mobility (Static).
If I place the nodes inside the Construction Script, the meshes aren’t Static after all. It works, if I place the nodes inside a function that is called inside the editor. I can build the light and everything works fine, but if I build the whole game, the blueprint has been reset.
Anyone has a solution? Seems like all the examples for SplineCloner I’ve found don’t care about baked lighting.
Or is spawning a lot of BP’s containing the static meshes the better solution?