x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

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 alt text

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

Thanks in advance!

Product Version: UE 4.15
Tags:
more ▼

asked Apr 11 '17 at 10:39 AM in C++ Programming

avatar image

HppyDedPxl
6 1 3 5

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Is EntityStatus exposed to blueprints?

more ▼

answered Apr 11 '17 at 11:53 AM

avatar image

YuriNK
81 8 12 13

avatar image HppyDedPxl Apr 11 '17 at 01:44 PM

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

avatar image zaha Apr 13 '17 at 03:30 PM

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

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question