In the previous recipe, we created a Static Mesh Component, but we didn't try to load a mesh for the Component to display. While it's possible to do this in the Editor, it is sometimes helpful to specify a default in C++.
Loading assets into components using FObjectFinder
Getting ready
Complete the previous recipe so that you have a custom Actor subclass with a Static Mesh Component ready.
In your Content Browser, click on the View Options button and select Show Engine Content:
Click on the Show/Hide Sources panel button or click on the Folder icon to view the folders in the Content Browser. From there, browse to Engine Content and then to BasicShapes to see the Cube we will be using in this recipe:
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