ActorComponent Properties not showing in blueprint

Hello Everybody!

I’ve been digging around the internet for a solution for the past 2 hours, but I am still hitting a wall with this.

I have a class that inherits the UActorComponent, and I declare a few properties. This Component is added to an actor in it’s constructor. (Pretty much just like the MovementComponent).

However, no matter what I do, the Details Tab stays empty.

Relevant code snippets:

EntityStatus.h

UCLASS(config = Game, BlueprintType, HideCategories = Trigger, meta = (BlueprintSpawnableComponent))
class DA_PRIMARY_API UEntityStatus : public UActorComponent
{
	GENERATED_UCLASS_BODY()
	
public:	
	// Sets default values for this component's properties
	UEntityStatus();
	// Called every frame
	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

protected:
	// Called when the game starts
	virtual void BeginPlay() override;

public:	
	UPROPERTY(Category = "Test", EditAnywhere, BlueprintReadWrite)
	float MaxHP;										   		   

EntityStatus.cpp

// Sets default values for this component's properties
UEntityStatus::UEntityStatus()
{
	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
	// off to improve performance if you don't need them.
	PrimaryComponentTick.bCanEverTick = true;

	MaxHP = 0;
	// ...
}

UEntityStatus::UEntityStatus(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	MaxHP = 0; // somebody said this needed to be initialized here too.
}

BaseEntity.cpp (where the component is added)

ABaseEntity::ABaseEntity(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	// Create basic components
	EntityStatus = ObjectInitializer.CreateDefaultSubobject<UEntityStatus>(this,TEXT("EntityStatus"));
}

and a screenshot of the details tab

https://sharedat.allions.net/?7yM28agG.jpg

Help would be really appreciated (even though I know it’s a noob question)!

Thanks in advance!

Is EntityStatus exposed to blueprints?

Well that’s an embarrassing face to wall moment. It was not… Thanks a ton!

Better provide this as an answer and mark it as solution. It just helped me, too :slight_smile: