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Why am I not seeing AActor in detail after initiating component on editor?

Hi, I'm trying to do a simple thing, adding a property or type AActor* to my Actor (Camera Director) so I can set the camera... Based on the tutorial from Epic Games.

This is the .h file

 #pragma once
 #include "CoreMinimal.h"
 #include "GameFramework/Actor.h"
 #include "CameraDirector.generated.h"
 class KW_IN_SPACE_API ACameraDirector : public AActor
   virtual void BeginPlay() override;
   UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
     AActor* TopDownCamera;

And this is the .cpp file:

 #include "CameraDirector.h"
 #include "Kismet/GameplayStatics.h"
   PrimaryActorTick.bCanEverTick = false;
   APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0);
   UE_LOG(LogTemp, Warning, TEXT("This a testing statement. %s"), *PlayerController->GetName());
 void ACameraDirector::BeginPlay()

From what I understand this should work and yet I don't see the option to set TopDownCamera in the details when I drag this to the editor (I see the instance in the world components view).


Product Version: UE 4.19
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asked Mar 21 '18 at 11:36 PM in C++ Programming

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So basically the problem was with UE not finding the World... looks like my code not only didn't work it also caused some engine crashes i've been having... lol :) live and learn!

I found it out by looking at the logs in saved/crashes and then after i deleted the c++ implementation code and left only the functions (empty) every came back up and now i can choose the camera I want....

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answered Mar 22 '18 at 08:12 PM

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