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How can I create a Sub-Object Property in my custom UActorComponent class, to access from Blueprint?

Hi everyone,

I have a class StatsController, where I'm storing my character's _health:

 class UStatsController : public UActorComponent
 {
     GENERATED_BODY()
 
 public:
     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = HUD)
     int32 _health;
 };

In my HUD EventGraph, I'm doing the following:

 Event Contstruct    -> 
 Get Player Character -> Cast To MyACharacter

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?

Product Version: UE 4.9
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asked Oct 10 '15 at 06:05 PM in Blueprint Scripting

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Korant
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1 answer: sort voted first

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)

 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = whateveryouwant)
 membervariabletype membervariablename;

in the object constructor, initialize it:

 APlayerPawn:APlayerPawn()
 {
 membervariablename = blah;
 }

Then in the HUD, drag off the cast of the AMyCharacter and search for the member variable name.

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answered Feb 03 '16 at 07:28 AM

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DanaFo
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