Details panel for components created by components (all in C++)
Hello, I'm trying to set up a reusable hierarchy of components, I mean by that a component that will instantiate and attach to itself other component The goal is to factorize code, in my precise case for everything related to the arms of a character, have an arm mesh, a motion controller, and other custom components packed into one "arm" component so I can manage right and left arm without code duplication To simplify things let's say I have one character c++ class, that is inherited by a blueprint. In this class I instantiate a custom scene component, and this custom scene component will instantiate a mesh component and attach it to itself. The problem is when I open the character blueprint, I don't have anything in the details tab for the mesh component. Some of its properties are available through the details tab of its parent scene component, but not at the same level of detail that I would get by instantiating the mesh directly from the character. Is there a way to access this details ? Is it a bug of the editor ? Is my approach correct ? maybe the way I instantiate the child mesh component is not the best way ? Thank you in advance for you help !
The resulting views in the editor for the character blueprint, taking the Collision Category as an example :
when selecting the sub skeletal mesh :
when selecting the my scene component (parent of the skeletal mesh) :
when selecting the skeletal mesh directly instantiated by the character :
I'm afraid I've had this problem for years.
I'm currently re-creating the project I was working on back then, trying to comply to the new UE4 v4.21.2, and I'm running into the exact same problems as back then, and the exact same problem as you.
There's a topic here where people discuss something similar: https://forums.unrealengine.com/development-discussion/c-gameplay-programming/57024-inherited-component-details-not-showing-in-blueprint
There's also this: https://answers.unrealengine.com/questions/579066/view.html
It seems nobody seems to know quite how to resolve this specific problem, and/or nobody gets the same repro as we do. I find it somewhat comforting to know I'm not alone, but it sucks that in all this time there doesn't seem to have been a solution for this.
None of the solutions work for me: BlueprintReadOnly/ReadWrite, Visible/EditAnywhere, Category setting, public/protected/private, using the FObjectInitializer for the Constructor, reparenting, redefining, renaming, recompiling, recreating the derived Blueprint, adding an Instance Component instead. Nothing.
I've been researching the issue for a couple of hours again just now, and I'm very close to just creating the components I need through Blueprint and trying to write whatever functionality I want in C++, although I'm pretty sure that's not actually a good idea. Just exploring new avenues as this one seems a dead end for me, at the current time.
Good luck! If you ever do find a solution, please contact me ASAP.
answered Feb 20 '19 at 01:50 PM
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