How to expose a UStaticMeshComponent to be assigned in Blueprints
I have written an actor class in C++.
I have a blueprint that inherits from this actor class and contains multiple static meshes.
I would like to reference a particular one of these static meshes from within blueprints.
I tried doing this by adding the following to the actor's header file
but this did not cause anything to show up in the editor.
Is there any way to do this? If not, what is my best alternative?
asked Dec 19 '17 at 02:51 PM in C++ Programming
answered Dec 19 '17 at 03:16 PM
Try to add
answered Dec 19 '17 at 02:56 PM
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "BodyPart")
answered Feb 03 '19 at 04:58 PM
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