Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Custom C++ UActorComponent does not show up in BP Editor

I have been working with custom C++ components since before 4.7 and had scripted a couple of C++ UActorComponents

These had been working fine and could be added to any of my blueprints in the editor Yes, I did add the


tag as we usually would, but since updating to 4.7.1 the component does not show up in the "Add Component" menu for the BPs. Any other asset that already had the custom component given to them prior to update, still has it and it functions properly (ticks, events, etc)...

Is this a bug?

Product Version: Not Selected
more ▼

asked Mar 06 '15 at 11:27 PM in C++ Programming

avatar image

118 7 10 16

(comments are locked)
10|2000 characters needed characters left

3 answers: sort voted first

You need this

 UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))

more ▼

answered Aug 20 '15 at 06:50 PM

avatar image

3.5k 152 28 318

avatar image joe.ds Aug 20 '15 at 07:28 PM

Thank you. I assumed the meta specifiers were inheritable from the USceneComponent. This works now.

(comments are locked)
10|2000 characters needed characters left

Same here, i can't derive a blueprint from a custom UActorComponent, it just doesen't show on the list of the available classes.

more ▼

answered Apr 05 '15 at 09:50 PM

avatar image

11 1

avatar image Philippe23 Mar 31 '17 at 04:34 PM

I know you're well past caring, but to make it so your custom C++ class can be subclassed in BP, you need to add a Blueprintable specifier on your C++ class. Eg:

 UCLASS(Blueprintable, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
 class MYGAME_API UMyCustomComponent : public USceneComponent
(comments are locked)
10|2000 characters needed characters left

I also cannot get my custom C++ components to show up in the Blueprint Add Component menu. I derive from USceneComponent, which should inherit all the same UCLASS() specifiers. I'm using version 4.8.3. Has there been any insight into this?

more ▼

answered Aug 20 '15 at 06:46 PM

avatar image

89 8 11 19

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question