C++ Derived Blueprint: Edit Inherited Component Properties?
The topic allready says it all. I made a class in C++, inherited a blueprint from it, and now I can't edit the properties of that component in the editor. They don't even show. It's just an ordinary (built-in) Sphere-Collision-Shape (USphereComponent) component.
I made a pointer to that component a UPROPERTY(EditAnywhere), but now I can set the component in the editor (which is totally not the point) and the properties are different from a component of the same type added in the blueprint editor... help?
asked Feb 02 '16 at 04:40 PM in Using UE4
I get the same issue and can temporarily resolve the problem with the following steps.
1 Comment out the line, where I create the default subobject for the component, where I can not edit the properties
3 Uncomment the line
answered Jun 29 '16 at 10:55 AM
so I beleive you have set the declaration in the private part of the header (as it should be) then just add the meta to allow private access like so
answered Sep 27 '18 at 12:35 PM
I get the same issue too ,I also try "Comment out",but still not work for me.Finally I resolve the problem by "Rename".
1 Rename the component variable name in the class that use it.
3 you'll see the Details panel of the component in the blueprint:)
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