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Dynamically created component not visible/editable in components window

Hi All,

I am trying to dynamically create and attach a component to my custom component. The issue is the component created does not show in editor, specifically the component window.

As shown in this image, a box collision component is created and attached to UPrimitiveEffectComponent(a custom component I created), but it is not visible in component window.

This image shows NewBlueprint added to the world and the component is selectable but not editable.

The box collision is created when I select BoxCollision as value for CollisionClass.

 UPROPERTY( EditAnywhere, Category = "FX|Primitive Effect" )
     TSubclassOf<UShapeComponent> CollisionClass;

I override PostLoad in UPrimitiveEffectComponent to spawn a UShapeComponent if CollisionClass is valid as follows

 void UPrimitiveEffectComponent::PostLoad()
 {
     Super::PostLoad();
     shapeComponent = NewObject<UShapeComponent>( this, *CollisionClass );
     if ( !ensureAlwaysMsgf( nullptr != shapeComponent, TEXT( "Error creating shape component" ) ) )
         return;
 
     shapeComponent->AttachToComponent( this, AttachmentRules );
 }

What else do I have to do to make the dynamically created and attached box collision show up in editor for editing?

Edit(s)

1) Added captions for attached images.

Product Version: UE 4.19
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asked Nov 21 '18 at 04:00 AM in C++ Programming

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WeiLiang
21 6 10 21

avatar image luis9303 Apr 23 '19 at 07:34 PM

Hello! Have you find this solution, I'm in the same issue :(

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1 answer: sort voted first

Set the BlueprintReadWrite in UPROPERTY after the EditAnywhere

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answered Apr 23 '19 at 11:11 PM

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ColdSteel48
537 6 19 23

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