I created a custom component which is intended to generate static meshes in the form of dynamic slices. The problem I’m having has to do with the meshes not actually appearing in the Editor so I can’t make any transform adjustments unless I go into game mode to see if things look right, exit game mode to tweak the custom object’s generation parameters and then go into game mode again.
I found another question here:
which seems to indicate that the Editor uses a different set of EntityIds. If so, is it possible to attach my custom component to an editor entity or a game entity based on context? And on that note, would attaching my component to an Editor EntityId allow the dynamic slices spawned by my component to be visible in the Editor?