Custom UObject Components, How to Make Accessible to Blueprints
Dear Community,
This is how you expose your custom UObject components to Blueprints, so that you can add them to any blueprint you want!
Special thanks to Epic Dev Marc Audy for explaining this on the forums.
Code
#pragma once
#include "VictorySkelMeshComp.h"
#include "VictoryMorpherComp.generated.h"
UCLASS(meta=(BlueprintSpawnableComponent))
class UVictoryMorpherComp : public UVictorySkelMeshComp
{
GENERATED_UCLASS_BODY()
The Critical Addition
The only thing you have to do to expose your custom UObject components to Blueprints is add this!
meta=(BlueprintSpawnableComponent)
inside of UCLASS() !
Picture
Enjoy!