Initialize object based off blueprint in editor
I'm trying to write an inventory/item system where a
So I've got a blueprint class based off
I thought this was straightforward, however the following code crashes the editor as soon as it compiles:
What I'm confused about, is that changing the code so that the mesh setting happens in BeginPlay(), as illustrated in the following code, works just fine. But I want the mesh to be changed before the game even starts, so I can see it in the editor. I'm not sure how to do that.
I am not getting any sort of crash log from the editor. It says I don't have the debug symbols. In order to start the project back up without crashing, I have to remove the
asked Jul 11 '16 at 01:44 AM in C++ Programming
What you want to do is to make your item class property as editable in the editor and then you should derive OnConstruct function and change the mesh in it.
What is going to happen is the actor will trigger construction script every time the item class property changed and then your mesh changing code will automatically run.
Maybe something like this:
answered Jul 11 '16 at 01:38 PM
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