I would just like to find the components attached to a blueprint…
Right now, I have a UProperty that exposes a blueprint to set…
UPROPERTY(EditAnywhere, BluePrintReadWrite, Category = "Associated Character")
UBlueprint* BMoveBlueprint;
Then I receive an event for when this property is set…
void UTaskComponent::PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent) {
Super::PostEditChangeProperty(PropertyChangedEvent);
//Get the name of the property that was changed
FName PropertyName = (PropertyChangedEvent.Property != nullptr) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
UE_LOG(LogTemp, Warning, TEXT("Property changed: %s"), *PropertyName.ToString());
if (PropertyName == GET_MEMBER_NAME_CHECKED(UTaskComponent, BMoveBlueprint)) {
UBMoveComponent *BMoveComponent = (UBMoveComponent *) BMoveBlueprint->FindTemplateByName("BMove");
}
}
I would just like to find the components attached to the blueprint. This doesn’t seem to work.
Please advise.