Why can't i see the details of my SkeletalMeshComponent?

Hello, i tried implementing a way that allows me to dynamically add multiple SkeletalMeshComponents for an Actor. My idea was having an array that would have a fixed size and then on the constructor i would create a SkeletalMeshComponent to place on each index. The index 0 will be the Root Component. Here is the code:

Header:

UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "Item")
TArray<class USkeletalMeshComponent *> Meshes;

Cpp:

ATest::ATest(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
	Meshes.Init(2);

	for (int32 i = 0; i < Meshes.Num(); i++)
	{
		FName Name = TEXT("Mesh");

		if (i > 0)
			Name = FName(*(FString::Printf(TEXT("Mesh_%d"), i)));

		Meshes[i] = ObjectInitializer.CreateDefaultSubobject<USkeletalMeshComponent>(this, Name);

		if (i == 0)
			RootComponent = Meshes[i];
		else Meshes[i]->AttachParent = Meshes[0];
	}
}

When i create a new blueprint based of that class i see the RootComponent listed as well as Mesh_1, but if i click them the details panel doesn’t show anything, so they’re useless. What did i do wrong? Thank you :slight_smile:

The meshes are there in the viewport but everything is blank?

did you try recreating the blueprint and attaching the C++ class to it? sometimes Blueprints get corrupt

I create a new blueprint based on that class and nothing appears on the Details panel when i select one of the SkeletalMeshComponents

Did you hook a mesh to it?

I can’t set a mesh, because the details panel doesn’t have anything.