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:
, however I created a child blueprint class and in that class the mesh could not be set.
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?