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Problems with custom Scene Component

Hello guys,

I want to create a custom (Scene Component) Camera Rig Component. I want it as a component because I don't want to have Camera Logic inside my ACharacter class. So I created UCameraRigComponent class that looks like this:

 UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
 class THIRDPERSON_API UCameraRigComponent : public USceneComponent
 {
     GENERATED_BODY()
 
 public:    
 
     UCameraRigComponent();
 
     virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
 
 protected:
 
     virtual void BeginPlay() override;
 
 private:
 
     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
     class USceneComponent* Rig;
 
     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
     class USceneComponent* Pivot;
 
     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
     class USpringArmComponent* SpringArm;
 
     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
     class UCameraComponent* Camera;
 };

As you can see this CameraRig has 4 parts: 1. A USceneComponent called Rig that serves as the root of the component hierarchy. 2. Another USceneComponent called Pivot that is supposed to be a child of the Rig. 3. A USpringArmComponent SpringArm, it's the child of the Pivot. 4. And lastly a UCameraComponent Camera attached to the spring arm.

So when I add this component to an actor I want it to receive this hierarchy of components: ... Rig (Root) -> Pivot (Child of Rig) ->SpringArm (Child of Pivot) ->Camera (Child of SpringArm) ...

Here is the constructor:

 UCameraRigComponent::UCameraRigComponent()
 {
     PrimaryComponentTick.bCanEverTick = true;
 
     this->Rig = CreateDefaultSubobject<USceneComponent>(TEXT("Rig"));
     this->Rig->SetupAttachment(this->GetOwner()->GetRootComponent());
 
     this->Pivot = CreateDefaultSubobject<USceneComponent>(TEXT("Pivot"));
     this->Pivot->SetupAttachment(this->Rig);
 
     this->SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
     this->SpringArm->SetupAttachment(this->Pivot);
 
     this->Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
     this->Camera->SetupAttachment(this->SpringArm, USpringArmComponent::SocketName);
 }

It doesn't achieve the needed result. When I add my custom CameraRig component to an actor it doesn't receive the mentioned hierarchy of components. How can I achieve such a result?

Product Version: Not Selected
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asked Mar 14 '17 at 02:56 PM in C++ Programming

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kbrizov
94 7 18 23

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