StaticMeshComponent Added in C++ Only Shows After Clicking Compile in BP Even Tho Compile is Green CheckMark
Dear Friends at Epic,
I am loving UE4, thanks so much for making it!
I hope you dont see what I am writing here as nit-picky, as for lack of understanding of this process I am about to describe I spent about 3 hours debugging the issue.
And so I feel it is my duty as Rocket Beta tester to explain this issue in-depth
I have been adding many many components to my character via the c++, perhaps not the best route but it was working for me so I just kept at it.
I ran into the following issue
the Compile button had the green arrow telling me all was well (not the orange check mark indicating recompile required
After 3 hours puzzling over this
I decided to just click the recompile button anyway, even though it was already green checkmark
to my delight
the situation immediately changed, and the tooltip saying MISSING went away and the name of the component appeared (I did not notice it was missing at first)
best of all
then the component would show up in game finally (after 3 hours of puzzling absence)!
To reproduce this you'd have to add a static mesh component , or skeletal, entirely through code and the only compile the C++
then you'd find the component not showing in game, probably, and need to recompile the already green check marked BP
I have reliably reproduced this issue for every component I've added via the c++ to my character ever since the first 12 or so.
The Odd Thing
This behavior only started after about 10 components had been set up in the C++ blueprint
So again I know it might sound nitpicky, but it cost me 3 hours and I thought you might like to know about it as a polishing possibility
I only avoided clicking the recompile button for 3 hours because it was showing green checkmark
orange question mark would have told me immediately what was going on
Any questions about my scenario or suggestions please let me know :)
asked Mar 11 '14 at 02:17 AM in C++ Programming
ue4-archive ♦♦ STAFF
I was able to get this in Rocket as well. I've let the team know.
answered Mar 11 '14 at 02:17 AM
ue4-archive ♦♦ STAFF
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