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UComponent in custom UObject

Hey,

Is it possible to have a USkeletalMeshComponent with UPROPERTY(EdtiAnywhere....) in a custom UObject class? This UObject class is created as BP inside the editor, because I want to set the default USkeletalMesh there.

And somewhere else this UObject with the default values is created with NewObject<>()..

Custom UObject:

 UCLASS(Blueprintable)
 class LEARNING_API UCustomObject : public UObject
 {
     GENERATED_BODY()
     
 public:
     UCustomObject();
     
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VALUES")
     USkeletalMeshComponent* cloth_;
     
 };

for example in the Character class:

.h

 public:
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="CUSTOM")
     TSubclassOf<UCustomObject> custom_cloth_class_;
 private:
     UCustomObject* custom_;

.cpp

 void Character::BeginPlay()
 {
 
      custom_ = NewObject<UCustomObject>(this, custom_obj_class_);        
      custom_->cloth_ =  //create the USkeletalMesh?????
 }

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asked Nov 30 '15 at 10:28 AM in C++ Programming

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Sleicreider
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