Hello all.
I am trying to attach a mesh directly at C++ side but the mesh is not showing up. (4.18.3)
Here is my code and a screencap.
Can you guess what is the problem ?
Thanks.
.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MeshedBase.generated.h"
UCLASS()
class TOKKA_API AMeshedBase : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMeshedBase(const FObjectInitializer& ObjectInitializer);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SimpleThings", meta = (AllowPrivateAccess = "true"))
class UStaticMeshComponent* BaseMesh;
};
.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "MeshedBase.h"
#include "Components/StaticMeshComponent.h"
#include "UObject/ConstructorHelpers.h"
// Sets default values
AMeshedBase::AMeshedBase(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
BaseMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("BaseMesh"));
BaseMesh->SetupAttachment(RootComponent);
static ConstructorHelpers::FObjectFinder<UStaticMesh> BaseMeshAsset(TEXT("StaticMesh'/Game/StarterContent/Props/MaterialSphere.MaterialSphere'"));
}
// Called when the game starts or when spawned
void AMeshedBase::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMeshedBase::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}