Simply said, I want to add a mesh component to a spline, but have this mesh be determined by whoever is using the blueprint the level editor, rather than have to go into the blueprint construction script- find the node- replace it there and recompile the blueprint.
Is that possible?
Currently I am stuck at actually providing it the input to the node since it wants an actor instead of the mesh?
Got a call from work so I couldn’t answer any sooner, but yes that Is what I was trying to do, because from my limited understanding I assumed that using instances would be more efficient?
Since its essentially creating a new mesh along the spline. Unless it boils down to the same thing?
Yes that was indeed what I needed to do, good to know I can do that, I was too focused on how to provide the input directly to the Spline Mesh Component node.
Note the word component - it’s a like a module we add to an actor:
a Static Mesh Component - displays a Static Mesh
an Instanced Static Mesh Component - uses a Static Mesh to create many highly performing instances - think of them clones
a Spline Mesh Component also needs a Static Mesh and applies tangents and whatnots to deform it
Static Mesh is the asset you import into the engine for other components to use.
In short: Components use Static Meshes to do their special things. A component cannot use another component for that.
If an actor is a chest of drawers, components are drawers and static meshes are the contents. You can’t put a drawer into another drawer. May be a stupid example but that’s the first thing that came to mind