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"

Component property reseting on component created dynamicly

I have a component that inherits from UBoxComponent and on the onComponentCreated Event y create an Arrow Component

 Socket.pushableShoket = NewObject<UArrowComponent>(owner, TEXT("PushableSocket1"));
 owner->FinishAndRegisterComponent(Socket.pushableShoket);
 Socket.pushableShoket->SetWorldLocation(GetComponentLocation() + Socket.PositionOffset);
 Socket.pushableShoket->SetWorldRotation(FRotator::ZeroRotator);
 Socket.pushableShoket->AttachToComponent(this, FAttachmentTransformRules::KeepRelativeTransform);

Socket is a structure:

 USTRUCT(BlueprintType)
 struct FGrabSocket
 {
     GENERATED_BODY()
         UPROPERTY(EditAnywhere)
         UArrowComponent *pushableShoket;
     UPROPERTY(EditAnywhere)
         FVector PositionOffset;
 };

declared as

 UPROPERTY(EditAnywhere)
 FGrabSocket Socket;

since i cant modify the transform values of the arrow component in the instance placed in the world with the editor Uneditable transform properties

i decided to have an FVector insde the structure representing the offset and then applaying that transform on property change void UPushableComponent::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) {

     Socket.pushableShoket->SetWorldLocation(GetComponentLocation() + Socket.PositionOffset);
     UpdateComponentToWorld();
 
     Super::PostEditChangeProperty(PropertyChangedEvent);
 }

Problem: whenever I change a property the event triggers but then the creation of the actor is triggered all over again and resets all my properties. How can i preserve the changes so that i can change the location of the arrow component in the editor?

Product Version: UE 4.15
Tags:
more ▼

asked May 26 '17 at 11:34 AM in C++ Programming

avatar image

Coke_Abad
6 4

(comments are locked)
10|2000 characters needed characters left

0 answers: sort voted first
Be the first one to answer this question
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