Assigning actor component to UPROPERTY on other component in the editor
I have a UActorComponent implementation in C++ that has UPROPERTYs pointing to other UActorComponents.
In the editor, those UPROPERTYs show up, but are not assignable, even though the properties are marked with
Interestingly enough, I also have custom asset classes that derrive from
What I'd like to be able to do is:
When I try to set this up, the detail view of component A will show me the entry for the UPROPERTY of type B, but when I try to assign the component of type B to that UPROPERTY, the editor doesn't let me. Neither does it propose the B component in the search field, nor can I drag and drop the component.
I've tried all kinds of macro annotations, but no dice. Am I getting something conceptually wrong here?
asked Dec 09 '16 at 09:32 AM in C++ Programming
You can use something like
to reference a component existing in a different actor. Unfortunately it seems there is no type safety here, and supported only USceneComponent classes
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