What is the properly way to define a component with components attached inside in C++, which would be added on actors in outline, blueprint editor or runtime?

I think I’ve found what we need…

Dynamically created component not visible/editable in components window - Programming & Scripting / C++ - Unreal Engine Forums

One of the keys seems to be setting the CreationMethod variable on the newly created component to EComponentCreationMethod::Instance. That, coupled with a few other tricks mentioned in the final post should get us to a fully realized solution.

1 Like