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Why can't we set the root component in Blueprint?

Hi, I'm trying to set up another collision component that can be used when my Third Person Character goes to a prone state. To make that work I need to change the root component to be the default collision component when my character is standing/walking and the new one when the character is in a prone state (capsule collision component oriented differently) in runtime. AActor defines the method "setRootComponent" and it's protected and not blueprintable. Why isn't it accessible in blueprints like the getter "getRootComponent"()?

Product Version: UE 4.8
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asked Jun 25 '15 at 08:36 AM in Blueprint Scripting

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Nairam
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Hi Mate

What you will need to do is make a new a Character BP and put a scene component first, then the rest of you stuff.

That was the Scene is your root component and never needs to be changed.

Narg

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answered Jun 25 '15 at 09:34 AM

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Narghile
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avatar image Nairam Jun 25 '15 at 11:51 AM

Hi, that doesn't work. If I try to drag a new "dummy" scene component over the capsule component (root component) to replace it, it says: "The root component in this Blueprint is inherited an cannot be replaced". What should I do?

avatar image Narghile Jun 25 '15 at 12:32 PM

got it wrong.

add a second or third caps for you stance, then turn it on or off, depending on what you need

Narg

avatar image Narghile Jun 25 '15 at 12:36 PM

this might work

alt text

Narg

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avatar image Nairam Jun 25 '15 at 03:28 PM

Did that work for you? I tried that but, my character keeps falling as soon as I disable the root component capsule, even when I have other collision capsules attached and set collision enabled. Seems that it's only working when done on the root component thats why I would like to swap the root component in blueprint.

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