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Inherited text render component not ticking

I wanted to create a custom blueprint class based on TextRenderComponent but it wouldn't allow it in the editor, so I:

  • Created a new C++ class, inheriting from TextRenderComponent, called InheritableTextRenderComponent

  • Added 'Blueprintable' to its UCLASS specifier

  • Created a blueprint inheriting from InheritableTextRenderComponent

However the EventTick function in the blueprint class is never called. I've created a constructor in InheritableTextRenderComponent that should call its parent, which sets bCanEverTick. The EventBeginPlay event works fine in the blueprint class. Blueprint classes inheriting from scene components tick fine.

C++ code is below. Can anyone help with this?


 // Fill out your copyright notice in the Description page of Project Settings.
 #pragma once
 #include "Components/TextRenderComponent.h"
 #include "InheritableTextRenderComponent.generated.h"
 UCLASS(ClassGroup = Rendering, Blueprintable, BlueprintType, hidecategories = (Object, LOD, Physics, TextureStreaming, Activation, "Components|Activation", Collision), editinlinenew, meta = (BlueprintSpawnableComponent))
 class TROPICALMANIPULATION_API UInheritableTextRenderComponent : public UTextRenderComponent
         UInheritableTextRenderComponent(const FObjectInitializer& ObjectInitializer);


 // Fill out your copyright notice in the Description page of Project Settings.
 #include "TropicalManipulation.h"
 #include "InheritableTextRenderComponent.h"
 UInheritableTextRenderComponent::UInheritableTextRenderComponent(const FObjectInitializer& ObjectInitializer)
     : Super(ObjectInitializer)

Product Version: UE 4.9
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asked Mar 17 '16 at 09:29 AM in C++ Programming

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