Using Actor-Hierarchies: Where are the children runtime ?

Hi,

I am using a simple actor-hierarchy for an actor with which I want to interact with.

The child-actor of my interactable actor is a simple waypoint-actor.

Both actors are instantiated from two blueprints and assembled as a simple parent-child tree in the editor.

In the editor both the hierachy and the visual representation are visible.

However, if I am starting the game, the children are gone.
Neither can I see the visualisation of the child, nor can I access it from code with the AActor::Children-Array (the array is empty).

What am I doing wrong ? I guess that there must be some simple rules which I do not stick to?

Any clues ?

Thanks,

Okay, I found out where my child-actors are.

They are attached to the root-actor as UChildActorComponent components.

I wonder why AActor::Children is empty, though.

Why is my actor-hierachy flattened/disposed as soon as I leave editor-mode ?

Is this by design ?

Is there a documentation-chapter where I can read more about hierachies ?

(e.g: What is the difference between blueprint-Hierachies, component-Hierachies and actor-hierachies?)

I am anwering myself:

I found out, that you can use AActor::GetAttachedActors.