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Spring Arm Component in Blueprint doesn't show translation and rotation.

Hey guys,

When I execute the following lines of code

in .h

     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Meta=(Category="Camera", AllowPrivateAccess = "true"))
     class UCameraComponent* PlayerPOVCamera;
     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Meta = (Category = "Camera", AllowPrivateAccess = "true"))
     class USpringArmComponent* PlayerPOVCameraArm;

and this in my .cpp

 PlayerPOVCameraArm = CreateDefaultSubobject<USpringArmComponent>("PlayerPOVCameraArm");
     PlayerPOVCamera    = CreateDefaultSubobject<UCameraComponent>("PlayerPOVCamera");

I can't seem to find the property editors for Translation and Rotation for the SpringArm component in the character blueprint editor. Any ideas on why this is happening and what is my potential fix?

alt text

Product Version: UE 4.11
notranslation.png (356.0 kB)
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asked May 30 '16 at 02:42 AM in C++ Programming

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1 answer: sort voted first

Looks like it thinks it is the root. Add this line and see if it solves the Problem for you.


And change the AttachTo line to:

 PlayerPOVCamera->SetupAttachment(PlayerPOVCameraArm, USpringArmComponent::SocketName);

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answered May 30 '16 at 03:04 AM

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avatar image kishoreven May 30 '16 at 05:11 AM

K that seemed to have been the issue. For some reason I missed because I just transitioned to using NewObject and thought this wasn't necessary due to the outer object thing. My bad. But I do not have the SetupAttachment function in the API for scene component. Am I missing something? I did AttachTo now and it seems fine.

avatar image Nachtmahr May 30 '16 at 05:45 AM

Its a 4.12 thing =) you can use attach to.

From 4.12 Source: "SetupAttachment should only be used to initialize AttachParent and AttachSocketName for a future AttachTo. Once a component is registered you must use AttachTo."

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