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How to attach a camera component to a actor at runtime?

Hi guys,

I'd like to know how to attach a camera component to a actor dynamically. I know I can attach one using PCIP in the constructor, but can I attach a camera component at runtime outside the constructor? I think I need to register it after I attach it? Also, How to set the new attached camera as the main camera?

P.S. I think I don't need to load a camera asset in this situation, but if I want to attach a mesh or something, how to load the asset at runtime?

Thank you!

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asked Jul 15 '14 at 02:03 PM in C++ Programming

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https://answers.unrealengine.com/questions/24952/wisdom-request-disembodied-static-scene-camera-in.html - setting camera.

https://docs.unrealengine.com/latest/INT/Programming/Assets/AsyncLoading/index.html - loading asset at run-time.

To attach actor/component to another actor/component you should call AActor::AttachRootComponent or USceneComponent::AttachTo

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answered Jul 15 '14 at 02:14 PM

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avatar image Yinjunxu Jul 15 '14 at 02:52 PM

Thank you for your reply. I think before using USceneComponent::AttachTo, I need to create component first, such as PCIP.CreateDefaultSubobject. It seems this PCIP.CreateDefaultSubobject function can only be called in the constructor. Is there any function that I can use to create components outside constructor?

avatar image BiggestSmile Jul 15 '14 at 03:35 PM

Components are meant to be created only in constructor.

What are you trying to achieve exactly? Components must be initialized in constructor; game would crash or show error(not sure what exactly, forgot :( ) if one of your subobjects is not initialized.

Just initialize all your components inside constructor, then, when required, simply call YourCamera->AttachTo(RootComponent) for example. There are various attaching functions available.

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