I made an actor with certain components, i want to also add an optional primitive (in this case a plane) to created object inside the editor. In unity i could just plug the plane into the variable and done.
Is there no feature to just set objects by drag the reference into the variable? Or is there something different wrong? Its a little hard to explain so see the images:
I want to assign “Plane 1” (which is not part of the blueprint by default to “render mesh”

The same item but inside the blueprint editor.

It might be the case that such a logic does not exist in unreal, but what is the alternative?

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If you want it to be a mesh, then it’s easier to make the type of variable ‘static mesh component’.

A primitive component reference might be used to refer to a general component when you don’t know what the type is going to be.

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Same problem, how to assign it from editor (not blueprint editor) or how can i just edit the instance instead of the parent/origin object?

If i click on the finder in the first image i only get an empty list.

Beg your pardon

image

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Okay that might work, but when/where does the mesh gets instantiated, also i cannot place/position that mesh correctly in scene right?

When you place the blueprint in the scene, you can set the mesh. It will point to a static mesh definition in the content browser.

If you want the mesh to be part of the blueprint, but also be able to set it, then you need to add a mesh component, and use the variable to set the mesh ( of this component ) in the construction script.

If you want the blueprint to point at an actual mesh in the scene, then you need the variable to be of type ‘static mesh actor’.

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Okay i realy just needed to use actor instead of object. Thanks

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