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Why are USphereComponent InitSphereRadius and SetSphereRadius not changing the radius of my USphere component?

I have a pawn class written in C++ that has a USphereComponent attached to it like so:

MYCLASSNAME.h

    class MYPROJECT_API AMYCLASSNAME : public APawn{
          UPROPERTY(BlueprintReadWrite)
          USphereComponent* SecondarySphere;
     }

MYCLASSNAME.cpp

 // Constructor
 AMYCLASSNAME::AMYCLASSNAME()
 {
      // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
     PrimaryActorTick.bCanEverTick = true;
 
     SecondarySphere = CreateDefaultSubobject<USphereComponent>(TEXT("SecondarySphere"));
     SecondarySphere->InitSphereRadius(3000.0f);
     SecondarySphere->SetSphereRadius(300000.0f);
     SecondarySphere->SetupAttachment(RootComponent);
     SecondarySphere->OnComponentBeginOverlap.AddDynamic(this, &AMYCLASSNAME::OnSphereComponentOverlap);
     SecondarySphere->OnComponentEndOverlap.AddDynamic(this, &AMYCLASSNAME::OnEndSphereComponentOverlap);
 }

I've played around with a couple of different values for InitSphereRadius, and SetSphereRadius, but neither of them appear to alter the size of the inherited component (on a blueprint child of AMYCLASSNAME). I'm sure I'm missing something simple, but I'm not sure what. Detailed explanations of "why" are appreciated as well as any ideas on how I should troubleshoot this problem.

Product Version: UE 4.13
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asked Oct 05 '16 at 03:26 AM in C++ Programming

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The7thCrest
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Try attaching it to a scene component or make it the root component of the actor before calling SetSphereRadius()

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answered Dec 14 '16 at 11:28 PM

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DennyR
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