static mesh rotation
I've created a new C++ class using Actor as the parent class and only added a StaticMeshComponent:
The constructor looks like this:
I then create a blueprint class from this C++ class and am spawning the actor into the world. When it spawns into the world it's not facing in the right direction.
When editing the defaults (by double clicking the blueprint class) and looking at the static mesh in the viewport in the editor, I see that there is a Transform tab which has Relative Location and Relative Rotation but pressing the E key doesn't allow me to visually rotate the mesh in the viewport. It looks like all of the W-E-R tools are grayed out and you can't select them.
Could anyone explain why this is? Is there a way to visually rotate the mesh in the viewport or is my only option to specify values manually?
asked Dec 10 '17 at 01:52 AM in C++ Programming
Try adding BlueprintReadWrite to the UPROPERTY() statement. Seems the Edit* ones affect the main editor and the Blueprint* ones affect the blueprint editor. It was always a bit confusing to me. I just used BlueprintReadWrite and EditAnywhere all the time. Glad I looked into it for you. Cheers.
answered Dec 10 '17 at 02:27 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here