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Can't Spawn Static Mesh Component

I am trying to spawn a grid but nothing happens.Not even a compile error.

 // Fill out your copyright notice in the Description page of Project Settings.
 #include "GridGenerator.h"
 #include "Components/StaticMeshComponent.h"
 #include "ConstructorHelpers.h"
 // Sets default values
      // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
     PrimaryActorTick.bCanEverTick = false;
     size = 16;
     sum = size * size;
     offsetAmount = 65;
     for (int i = 0; i < sum; i++) {
         if (sum % size == 0) {
             FVector temp;
             temp.X = sum+offsetAmount;
             temp.Y = offsetAmount;
             temp.Z = 0;
             offsetVector = offsetVector+temp;
             MeshArray[i] = Mesh;
             offsetVector.X = offsetVector.X + offsetAmount;
         else {
             MeshArray[i] = Mesh;
             offsetVector.X = offsetVector.X + offsetAmount;
 UStaticMeshComponent* AGridGenerator::SpawnMesh(FVector offsetVector)
     UStaticMeshComponent* Grid = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Grid"));
     static ConstructorHelpers::FObjectFinder<UStaticMesh>GridAsset(TEXT("/Game/Models-Textures/StaticMeshes/Plane_64x64.uasset"));
     worldLocation = offsetVector;
     return Grid;
 void AGridGenerator::ReactiveFloor(FVector worldLocation) {
     FCollisionQueryParams RV_TraceParams = FCollisionQueryParams(FName(TEXT("RV_Trace")), true, this);
     RV_TraceParams.bTraceComplex = true;
     RV_TraceParams.bTraceAsyncScene = true;
     RV_TraceParams.bReturnPhysicalMaterial = false;
     FHitResult RV_Hit(ForceInit);
     GetWorld()->LineTraceSingleByChannel(RV_Hit, worldLocation + (FVector(0, 0, 2000)), worldLocation - (FVector(0, 0, 2000)), ECC_EngineTraceChannel1);
     FVector temp2;
     temp2.X = worldLocation.X;
     temp2.Y = worldLocation.Y;
     temp2.Z = RV_Hit.ImpactPoint.Z;
     FRotator tempR;
     tempR.Pitch = (RV_Hit.ImpactNormal.X * 45);
     tempR.Roll = (RV_Hit.ImpactNormal.Y * 45);
     SetActorLocationAndRotation(temp2, tempR);
Product Version: UE 4.21
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asked Jan 19 '19 at 09:31 PM in C++ Programming

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Do you try to spawn meshes at runtime, because CreateDefaultSubObject and Construction helper works only at Construction Time (eg. when engine starting)?

Also maybe im wrong but as i see you're not calling "SpawnMesh" function? but anyway i think you try to spawn grid runtime so CreateDefaultSubObject and FConstruction helper wont work. Use NewObject and RegisterComponent instead.

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answered Jan 23 '19 at 08:36 AM

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