Hi, I’m transitioning from Unity and I was wondering about the difference in workflow here.
Is it standard to construct the static meshes through code like the method in this video?
My first thought would have been to add the meshes to a blueprint in the editor, and then somehow access them or assign them to the script?
The advantage of the method here seems to be that you already have access to the components, and you can be sure that they will exist.
But does this restrict how much you can change the blueprint in the editor? We are setting up all of the meshes and their attachments here, so if I want to change anything it seems like I have to do it through code.
So mostly I’m just wondering if there is an alternate way of doing this, or if this is best practice and I should get used to setting everything up in the constructor?