Expose a pointer to UActorComponent via UProperty?

Hi,

I have a C++ component class:

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class DemoProject_API
UWeaponComponent : public
UActorComponent { GENERATED_BODY() }

And in another Actor class, I would like to expose a reference to it. What I am trying to do is have a Rifle blueprint, which has a property exposed in the Details panel, where the user can drag and drop a WeaponComponent into the field. The weapon component would exist in the Components tab as a child of the RootComponent of Rifle.

I know I could programmaticly search through the children, but I would quite like as an exercise to let someone drag and drop the component reference similar to how you might hook up a Monobehaviour reference in Unity. I would then want to actor upon that pointer in my gameplay code.

I have a UProperty defined like this:

UPROPERTY(EditAnywhere,
BlueprintReadWrite, Category =
“Weapon”) UWeaponComponent*
WeaponComponent;

But it does not show up in the details panel. What am I missing? Thanks in advance.

Are you sure it isn’t in the details panel under Weapon, you can search for it. If not, let us know.

Thanks for the reply, but I’m afraid not. I can only get it to appear if it is declared as a UObject, but it will only let me assign things from the Content Browser and not the Components tab. If I keep the declaration of UWeaponComponent then I can assign the variable myself via Blueprints via the Construction Script, but that’s not what I would like to achieve.

I don’t think you can do that.

Instead you could create an enum of components that you could choose from, and select the component.

This might be worthy of a Bug Report / Feature Request.

Ah, I understand now.

Ok, thanks :slight_smile: