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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:


 UCLASS(config = Game, BlueprintType, HideCategories = Trigger, meta = (BlueprintSpawnableComponent))
 class DA_PRIMARY_API UEntityStatus : public UActorComponent
     // Sets default values for this component's properties
     // Called every frame
     virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
     // Called when the game starts
     virtual void BeginPlay() override;
     UPROPERTY(Category = "Test", EditAnywhere, BlueprintReadWrite)
     float MaxHP;                                                      


 // Sets default values for this component's properties
     // 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
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asked Apr 11 '17 at 10:39 AM in C++ Programming

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1 answer: sort voted first

Is EntityStatus exposed to blueprints?

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answered Apr 11 '17 at 11:53 AM

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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 :)

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