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[Closed] Is there any way to achieve what PCIP.SetDefaultSubobjectClass does in blueprint?

Hi!

Is there any way to achieve what PCIP.SetDefaultSubobjectClass does in c++ but in blueprints instead? I.e. Changing the component type for some derived class?

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asked Jul 30 '14 at 02:39 PM in C++ Programming

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undercover
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The question has been closed Jul 31 '14 at 03:13 PM by undercover for the following reason:

The question is answered, right answer was accepted


1 answer: sort voted first

It's not really needed in blueprint you set up in component tab and you always add components on construct script or beginplay.

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answered Jul 31 '14 at 01:41 PM

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Shadowriver
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avatar image undercover Jul 31 '14 at 03:12 PM

Okay! Thank you.

avatar image Arty-McLabin Feb 13 '18 at 02:10 PM

@Shadowriver i have tried your approach and i seem to have a problem with it, would you save my ass once again with a clue? :]

In my case i try to make a generic mesh variable in C++ to further specify whether it will be a Skeletal or a Static mesh in the child classes.

Parent:

UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) UMeshComponent* mesh;

Then in a child BP, i set the default value to static/skeletal mesh and compile, but the compilation resets the default value (type) to None again.

any ideas?

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