StaticMesh C++ call and GetAllSocketNames game crash
I've just started to learn C++ and trying to apply it within UE4. I have a problems with static meshes and sockets at this point.
My Actor's static mesh is defined via blueprint. Is it critical to define it within the code to make it work? I want to put in these sockets a smaller object (C++ StaticMeshComponent, not an Actor! - is it possible??)
I have tried the following as well In the header file:
Game crashes anyway.
I am not experiencing any issue with getting all of the socket names of a mesh. My use case:
Which results in the UE_LOG of:
Which are all the sockets on the Mesh attached to the Actor I am spawning.
If you want, you can post your crash log and I can try to help track down why you are crashing but at this time, I do not believe that GetAllSocketNames( ) is the reason for your crash.
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