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Mesh defined in C++ not accessible in child blueprint

I've defined a static mesh in my c++ character class

BaseCharacter.h:

     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Model")
         UStaticMeshComponent* PlayerMesh;

BaseCharacter.cpp

 ABaseCharacter::ABaseCharacter()
 {

     PlayerMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
     PlayerMesh->SetupAttachment(RootComponent);
 
 }

This code allows for the mesh to be set via editor:

alt text

, however I created a child blueprint class and in that class the mesh could not be set. alt text There is not even a section for the mesh to be. I thought initially because I did not have the mesh set to BlueprintReadWrite, however the including of the tag in the uproperty did not change the outcome. How do I fix this problem?

Product Version: UE 4.16
Tags:
editormesh.png (29.9 kB)
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asked Apr 10 '19 at 12:25 AM in C++ Programming

avatar image

Sulldas
3 1 1

avatar image MrMcKvarz Apr 10 '19 at 12:24 PM

Try to use VisibleAnywhere instead of EditAnywhere.

avatar image Sulldas Apr 10 '19 at 03:29 PM

Yeah that fixed it although I wasn't able to edit in the full blueprint editor just the data only editor. Thanks this was giving me a big headache!

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