How can I create a Sub-Object Property in my custom UActorComponent class, to access from Blueprint?
I have a class StatsController, where I'm storing my character's _health:
In my HUD EventGraph, I'm doing the following:
In my HUD HealthProgressBar, I'm able to see the Stats Controller, but there are no available Sub-Object Properties to bind to.
How can I enable my _health (or even a float _percentHealth) to be a bind point in the HUD blueprint?
asked Oct 10 '15 at 06:05 PM in Blueprint Scripting
You need to make the member variable visible and editable in blueprints, here are the parameters explained: https://wiki.unrealengine.com/UPROPERTY
most commonly though: (inside your component .h)
in the object constructor, initialize it:
Then in the HUD, drag off the cast of the AMyCharacter and search for the member variable name.
answered Feb 03 '16 at 07:28 AM
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