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[Question] How can I modify my USkeletalMeshComponent after I create it in C++?

So I have made a class that contains a USceneComponent, a USkeletalMeshComponent, and a UArrowComponent. The USceneComponent is my root component. The Skeletal mesh attaches to that, and the arrow component attaches to the skeletal mesh. The only problem is I can't set the mesh in my blueprint after I have created it.


     UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Gun")
     UArrowComponent* BulletSpawn;
     UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Gun")
     USkeletalMeshComponent* Gun;
     UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Gun")
     USceneComponent* DefaultSceneRoot;


         DefaultSceneRoot = ObjectInitializer.CreateDefaultSubobject<USceneComponent>(this, TEXT("DefaultSceneRoot"));
         RootComponent = DefaultSceneRoot;
         Gun = ObjectInitializer.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("Gun"));
         BulletSpawn = ObjectInitializer.CreateDefaultSubobject<UArrowComponent>(this, TEXT("BulletSpawn"));
         Gun->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform);
         BulletSpawn->AttachToComponent(Gun, FAttachmentTransformRules::KeepWorldTransform);

This compiles fine, but when I go to change my skeletal mesh:


I apply it correctly, right? Well it doesn't save. Every time I hit save, it just resets back to "None". Anyone know what I'm doing wrong?

Product Version: UE 4.13
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asked Nov 17 '16 at 05:21 AM in C++ Programming

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never mind. It is bugged. You have to hit the reset arrow and it picks Skeletal Mesh Component and it stops resetting once you hit compile.

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answered Nov 17 '16 at 05:29 AM

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