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C++ - array of mesh components, how to

Hi,

How to correctly keep a couple of logically related mesh components in my class? (think sides of a dice that I want to be separate meshes)

(In the example below I use a UCustomMeshComponent which inherits from UMeshComponent) It did work for me either by doing:

 UPROPERTY()
 TSubobjectPtr<UCustomMeshComponent> SphereMesh1;
 UPROPERTY()
 TSubobjectPtr<UCustomMeshComponent> SphereMesh2;
 //etc...

or

 TArray<TSubobjectPtr<UCustomMeshComponent> > Sides;

However the latter one has some issues - for example cannot add an UPROPERTY() tag to it, as it crashes the engine (not being able to cast TArray to a property) and causes my custom meshes to disappear after I go to play mode and then exit from it. The first one on the other hand is not very versatile...

Or maybe there is a better way to do it?

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asked Mar 25 '14 at 09:25 PM in C++ Programming

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fszczemton
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2 answers: sort voted first

Static

if it is always 6 sides you can use a static array

 UPROPERTY()
 TSubobjectPtr < UCustomMeshComponent > Sides[6];

Dynamic

Use a USTRUCT()

 USTRUCT()
 struct FSubObjStruct
 {
     GENERATED_USTRUCT_BODY()
     
     TArray < TSubobjectPtr < UCustomMeshComponent > > Comps;
     
     int32 GetCount() const
     {
         return Sides.Num();
     }
     //Constructor
     FSubObjStruct()
     {
     }
 };  

 //now you can use UPROPERTY()
 
 UPROPERTY()
 FSubObjStruct Sides;

Ex:

 Sides.Comps.Add(new subobj);






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answered Mar 25 '14 at 09:30 PM

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Rama
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avatar image fszczemton Mar 25 '14 at 09:39 PM

Thanks, great answer, that's exactly what I needed.

avatar image AlexYopp Oct 06 '15 at 11:17 PM

I'm attempting to do something similar, but my objects aren't actually being exposed to the editor. When I try

 UPROPERTY(EditAnywhere)
 UPaperSpriteComponent* DoorSprite[9];

...the first object is exposed, but none of the rest are. If I instead try to expose them individually, none of them are:

 for (uint8 i = 0; i < _NumberOfDoors; i++){
      UPROPERTY(EditAnywhere)
      DoorSprite[i] = CreateDefaultSubobject<UPaperSpriteComponent>(*(FString::Printf(TEXT("DoorSprite_%u"), i)));
      DoorSprite[i]->AttachTo(Root, NAME_None, EAttachLocation::KeepWorldPosition);
 }
avatar image Mtimofeev Apr 23 '16 at 07:49 PM

were you ever able to find a solution? I am facing the same issue, can't have a dynamic array of exposed meshes.

avatar image Thumper Nov 01 '16 at 02:32 PM

TSubobjectPtr is deprecated so this whole answer no longer works. What would be the correct way to do this now using CreateDefaultSubobject?

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Why not create the array variable in the derived blueprint and make a function in the c++ class that takes the array in from the blueprint and then call that function in the blueprint?

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answered Jan 20 '15 at 08:11 AM

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Commander Shepard
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