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Right method to spawn component at runtime in 2019

Need to add to my "ownedActor" StaticMeshComponent and SkeletalMeshComponent. Tried this

         UStaticMeshComponent *NewComp = ownerActor -> CreateDefaultSubobject <UStaticMeshComponent> (name);
                 
         ownerActor -> AddOwnedComponent (Cast<UActorComponent>(NewComp));

It was compiled, but then crash... What is the right way to add component UE4.21

Product Version: UE 4.21
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asked Jan 22 '19 at 01:35 PM in C++ Programming

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MasterOfDreams
56 10 11 15

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1 answer: sort voted first

Hey, there is lot of question about this, but here is a code snippet :)

  USceneComponent* createdComp = NewObject<USceneComponent>(YourComponentsActualClass, this, YourComponentsAddedName);
 2. if(createdComp)
 3. {
 4.     createdComp->RegisterComponent();
 5.     createdComp->AttachTo(GetRootComponent(), NAME_None);
 6. }

where this is the owner of the new component ^^ cheers

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answered Jan 22 '19 at 02:41 PM

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AmphDev
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avatar image MasterOfDreams Jan 22 '19 at 03:20 PM

tried this for UActorComponent and didn't get result for both skinned and static mesh UActorComponent* NewComp = NewObject (UStaticMeshComponent,ownerActor, name); but got it with your method by dividing into too functions, THANKS!

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