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BpFunctionLibrary Add Actor Component to Target

Hello UE community. Probably noob question, that was already discussed, but I'm done googling and trying/compiling on slow laptop. So, hoping for your help. Thanks in advance! So, I want Blueprint Function Library, actually containing only 1 function, to add Actor Components (not Scene Components) to Target's Actor. But when I call this function UE just crashes. So, what am I doing wrong? Thanks!

h: https://drive.google.com/file/d/0B-r94FRYXIpVLTBwRDB4YXRtb3c/view?usp=sharing

cpp: https://drive.google.com/file/d/0B-r94FRYXIpVcHo4NWxBSy1BOXc/view?usp=sharing

Product Version: UE 4.10
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asked Feb 28 '16 at 03:37 PM in C++ Programming

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Extermination
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As a rule of thumb you should always check for pointers to be valid. At the start of the function I would do something like this:

 if(!IsValid(Component) || !IsValid(ToAdd))
 {
     // Here you can also print an error to the log or handle the failure in some specific way
     return;
 }

I would also check for valid reference after calling NewObject, so:

 if(IsValid(newC))
     newC->RegisterComponent();
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answered Feb 28 '16 at 03:50 PM

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phoboz
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avatar image Extermination Feb 28 '16 at 04:41 PM

Thanks for help! Don't know why I didn't do all this checking before...I strongly believed the problem is in creating component via NewObject. Anyways, the solution was pretty easy and silly. I just put in wrong component type in Blueprints, where i was testing it q_q

avatar image phoboz Feb 28 '16 at 05:13 PM

Glad it helped :)

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