figured it out loose explanation create an array of transforms and use that as your starting point for spawning child actors create an interface to a build function and implement it on the child actor - you need to expose a transform variable and apply it in this function in the parent actor set the child actor's transform…
yeah - as above. I want to spawn <n> child actors and allow the user to modify their transforms at editor time. The obvious ways don't work cos everything gets reset by the construction script. I'm sure this is doable, I'm just missing something any ideas? examples? thanks