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Inherited component details not showing

The editor won't show any details of any component I attach to the actor. Why?

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Product Version: UE 4.13
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asked Mar 22 '17 at 11:17 AM in C++ Programming

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IhanaMies
23 2 4 7

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4 answers: sort voted first

I found a way to fix this, I rebased the actor to the lowest level I could, Actor or Pawn, then rebased it again to my c++, fixed it all and I didn't have to rewrite anything in c++ or in the BP.

  1. Class Settings -> Rebase -> Actor

  2. Class Settings -> Rebase -> MyCPPActor

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answered Feb 12 '18 at 03:44 PM

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HarryHighDef
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avatar image DerPurpelHelmut Oct 08 '18 at 10:01 AM

Spot on; worked a treat TY!

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I had a similar issue and solved it like this

 auto NewShotgunDataComponent = NewObject<UShotgunData>(SelectedActor, FName("ShotgunData"));
 NewShotgunDataComponent->RegisterComponent();
 SelectedActor->AddInstanceComponent(NewShotgunDataComponent);

The AddInstanceComponent call allowed the component to both show up in the editor and save correctly

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answered Mar 22 '17 at 08:49 PM

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Arizona Sky
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try this:

 public:
 AHelicopter();
 
 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Helicopter)
     USceneComponent* SceneComponent;
 
 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Helicopter)
     UStaticMeshComponent* BoxVisual;

I hope It helps : )

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answered Mar 22 '17 at 03:41 PM

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143258
110 12 14 21

avatar image IhanaMies Mar 22 '17 at 04:21 PM

Thanks! That works for the components attached to the root component. Any idea how to make to root component show it's details?

avatar image 143258 Mar 22 '17 at 07:52 PM

I'm glad that it helped you. It should work with

  UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Helicopter)
      USceneComponent* SceneComponent;

Or doesn't it work?

avatar image IhanaMies Mar 22 '17 at 08:21 PM

No. For some reason USceneComponent won't show any details where others will.

avatar image 143258 Mar 22 '17 at 08:29 PM

It works at my pc this way:

.h

 GENERATED_BODY()
 
 
     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Helicopter, meta = (AllowPrivateAccess = "true"))
     USceneComponent* SceneComponent;
 
 public:
     // Sets default values for this pawn's properties
     AMyPawn();


.cpp

 SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComp"));
     SetRootComponent(SceneComponent);
 

avatar image jonnyvegas Jan 10 '19 at 08:04 PM

The above solution from 143258 works for me.

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The solution above appears to work for me. Seems that after multiple recompiles you can get some weird bug and the reparent (while you lose all your BP variable settings) seems to magically bring the component details back.

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answered Jun 03 '18 at 03:38 PM

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Rukgul
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