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Unique struct in UStaticMeshComponent

Hello,

I’m wondering if it’s possible to add a unique struct to a UInstancedStaticMeshComponent



SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::DontSpawnIfColliding;
auto SpawnedActorRef = GetWorld()->SpawnActor<ATestActor>(ATestActor::StaticClass(), FVector(0,0,0), FRotator(0, 0, 0), SpawnParameters);

FRotator rotation = FRotator(0, 0, 0);


for (auto XPos = initX; XPos <= endX; XPos += 10) {
    for (auto YPos = initY; YPos <= endY; YPos += 10) {
        for (auto ZPos = initZ; ZPos <= endZ; ZPos += 10) {
            FStar Star = FStar("Some random text" + XPos + ","+ YPos+ ","+ ZPos+ ".");
            FVector(XPos,YPos,ZPos);
            SpawnedActorRef->StarInfo = Star;
            SpawnedActorRef->Star->AddInstanceWorldSpace(FTransform(rotation, Loc, FVector(1.0)));
        }
    }
}


Obviously, the code above only adds the Star info to the actor, not the instance.
I have a click event on the actor so when it clicked I can see the information about it. At the moment it shows the same info for each instance clicked it.
So wondering if there is a way to get some unique info on instances?

Thanks