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Attaching a StaticMeshComponent to A SceneComponent

I am trying to to achieve the following hierarchy:

Pawn -> StaticMeshComponent (Root Component) -> SceneComponent A -> StaticMeshComponent B

In other words: My pawn has a mesh-representation, and my scene component A also has one with B. I use the following code to achieve this in the SceneComponent A:

 {
     GENERATED_BODY()
 
 public:    
     UPROPERTY(EditAnywhere)
         bool bActivated = false;
     UPROPERTY(EditAnywhere)
         UStaticMeshComponent* mesh;
     // Sets default values for this component's properties
     UModule();
 
     // Called when the game starts
     virtual void BeginPlay() override;
     
     // Called every frame
     virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
 
         
     
 };

Where UstaticMeshComponent* mesh ist the pointer for B. I initialize it in the constructor:

 UModule::UModule()
 {
     // Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
     // off to improve performance if you don't need them.
     bWantsBeginPlay = true;
     PrimaryComponentTick.bCanEverTick = true;
     mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("mesh"));
     
     // ...
 }

This is the result:

alt text

Both A and B are children of the RootComponent, not B child of A. I can edit the mesh of B through A (were B is accessible and editable), but not its material. When I select it I cant change its properties, because the engine says it is inhereted and must be declarde with Uproperty (which I did). It does not render in editor, but when I hit play it does. When I hover over it, it says "Introduced in: Unknown native source (via C++ code)" which makes absolutely no sense to me.

So I would like to know how to fix this and if my approach to giving both A and the pawn a mesh is right (I didnt find a way to include the mesh in the A itsself)

I have tried this in 4.10.4 and 4.12.3

Thank you for your help!

Product Version: Not Selected
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asked Jun 19 '16 at 03:48 PM in C++ Programming

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pulp_user
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1 answer: sort voted first

mesh->SetupAttachment(Module); is what you are looking for.

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answered Jan 24 '17 at 01:57 AM

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MaxISoP
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avatar image pulp_user Jan 24 '17 at 10:29 AM

I should have closed this question a while ago since I found the answer, but yours is of course correct! One thing to add: SetupAttachment(Module) only works for components that have not yet been registered by RegisterComponent(). If it has been registered, one has to use AttachToComponent(Module)

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