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How to add an ActorComponent created in blueprints to an Actor created in c++?

I have a custom ActorComponent created with blueprints. Now I am creating a new Character in code, but I haven't been able to find an example on how to add the component to the Character.

This is what I have so far:


 class ZOMBIECOUNT_API AZCParentCharacter : public ACharacter
     // Sets default values for this character's properties

     UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = ActorComponents)
     UActorComponent* ACTargetableComponent;


      // Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
     PrimaryActorTick.bCanEverTick = true;
     static ConstructorHelpers::FObjectFinder <UActorComponent>ACTargetableC(TEXT("Blueprint'/Game/Blueprints/Components/AC_Targetable.AC_Targetable'"));
     if (ACTargetableC.Object != NULL)
         ACTargetableComponent = ACTargetableC.Object;

But when I open the project I get: alt text

If I create a blueprint based on AZCParentCharacter, it doesn't have the component in the components tab: alt text

The path to the component must be right because I right clicked it in the Editor, then clicked "Copy Reference", and pasted it in the function.

I have a feeling everything I've done is wrong lol. Any help is appreaciated.

Product Version: UE 4.8
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asked Jul 14 '15 at 08:27 PM in C++ Programming

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1 answer: sort voted first

I haven't done this before but I have a few thoughts about what's wrong here

ConstructorHelpers::FObjectFinder ACTargetableC(TEXT("Blueprint'/Game/Blueprints/Components/AC_Targetable.AC_Targetable'"));

you need to load the blueprint first so change UActorComponent to UBlueprint, and get the components inside of it. You can get the detailed class structure in debugger, that's how I would do it

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answered Jul 15 '15 at 02:48 PM

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avatar image IDON_EAT_DOGS Jul 15 '15 at 02:50 PM

One thing I failed to mention is that you can create an object from bluerpint->GeneratedClass

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