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Actor not visible but blueprint is.


I'm trying to implement an arrow to point at a specific direction. For that, I extended AActor and declared the UArrowComponent:

 UPROPERTY(VisibleDefaultsOnly, Category = Navigation)
 TSubobjectPtr<class UArrowComponent> ArrowComponent;

I also declared a member in my character to manage the arrow (and set the default to my AMyArrow in characters blueprint):

 UPROPERTY(EditDefaultsOnly, Category = Navigation)
 TSubclassOf<class AMyArrow> MyArrowClass;

When I try to spawn the arrow, the object appears in the outliner, but is not visible in the scene.

 World->SpawnActor<AMyArrow>(ANaviArrow::StaticClass(), SpawnLocation, SpawnRotation);

When I create a blueprint of AMyArrow and drag&drop it, everything is fine.

What am I missing?


I fixed my problem. In my character blueprint there was no class assigned to MyArrowClass. To do this, I had to change the category because it was not visible in defaults (I guess "Navigation" is some kind of reserved by UE). Then I was able to choose a blueprint for MyArrowClass.

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asked Oct 28 '14 at 02:07 PM in C++ Programming

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avatar image Shadowriver Oct 28 '14 at 03:15 PM

By guess is something wrong with UArrowComponent or other component reponsceble for physical look

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