well, I have debugged this for days, and the ability to do this become more important as I made more progress.
After some more re-search, it seems the only way to do this, is by making the C++ class, then go to blue print and subclass it in a blue print new Node, them has blue print do the setting of the component variables.
I am still not clear if doing that will allow to chnge the component variables while teh use is in the editor.
It is too bad that we do not have anyone from Unreal answering these kind of questions with some level of authority to prevent people from going into these wild guesses that take so much dev time, that in most cases a small dev that can’t afford to invest.
Epic, is a several billions dollars company now, things like that does not seems like too much to ask.
Instead what we get, is anecdotes from well intentioned users experiences, but that in the large majority of the cases are not totally correct.
Unreal is not a friendly environment to dev C++ code for, It has almost 30 years of legacy, with many ways to do the same thing that are not clear to the user, the documentation is sloppy and scattered all over the place. And now we have these “Generative AI” answers in all the major browsers, that in more than 90% of the cases provide wrong information.
We get answers like this.
**AI Overview**
To send messages to the Unreal Editor, you can <mark>use the Simulation 3D Message Get and Simulation 3D Message Set blocks in Simulink</mark>. These blocks can send and receive data types like double, int8, uint8, int16, uint16, int32, uint32, and Boolean.
Here are some steps you can take to communicate with the Unreal Editor:
1. Create a level blueprint in the Unreal Editor and connect the Get and Set actors.
2. Set the actor tag values.
3. Set the parent class.
4. Configure the Simulation 3D Message Get and Simulation 3D Message Set blocks in Simulink.
5. Use the Simulation 3D Message Get block to receive data from the Unreal Engine environment C++ actor class.
6. Use the Simulation 3D Message Set block to send data to the Unreal Engine C++ actor class.
Which is just wrong at every step. but despite that, these bogus answers becomes the go to links for any other search. This is very frustrating.
Anyway, here I am going on another, experiment with zero expectation that I will work.
Julio