Sorry to be a PITA.
The C++ class is derived from USceneComponent.
// Fill out your copyright notice in the Description page of Project Settings.
UCLASS(Abstract, Blueprintable, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
class EDITOR_API UPart : public USceneComponent
// Sets default values for this component's properties
// Called when the game starts
virtual void BeginPlay() override;
// Called every frame
virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
// All parts have a credit cost to purchase from the store
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Part Properties")
int32 CreditCost = 0;
// All parts have one single static mesh
UPROPERTY(VisibleDefaultsOnly, BlueprintReadWrite, Category = "Part Properties")
UStaticMeshComponent * ObjectMesh;
These “Parts” will hopefully go together to build things, think the rockets in KSP, the “thing” I hope to be an actor.
So parts are components, the finished custom vehicles are Actors. At least that’s the idea.
Since this is a component, it’s my understanding that it CAN have sub components, like a static mesh, but when I subclass it with a Blueprint I don’t get the Component view like I would with an Actor.