Hi every body I have a C++ class which contains a pointlight as an pointer object, I want assign it’s value in blueprint, but it’s missing in blueprint, also I write EditAnywhere and BlueprintReadWrite, the code is in blow.
UCLASS()
class TESTCPPUE417_API AMyCube : public AActor
{
GENERATED_BODY()
private:
UPROPERTY(EditAnywhere, Category = "CustomProperty", meta = (AccessPrivate = "true"))
float moveSpeed = 1.0f;
UPROPERTY(EditAnywhere, Category = "CustomProperty", meta = (AllowPrivateAccess = "true"))
float rotationSpeed = 1.0f;
UPROPERTY(EditAnywhere, Category = "CustomProperty", meta = (AllowPrivateAccess = "true"))
AActor *parent;
UPROPERTY(EditAnywhere, Category = "CustomProperty", meta = (AllowPrivateAccess = "true"))
float radius;
UPROPERTY(EditAnywhere, Category = "CustomProperty", meta = (AllowPrivateAccess = "true"))
FString parentObjectName;
UPROPERTY(EditAnywhere, Category = "CustomProperty", meta = (AllowPrivateAccess = "true"))
FString triggableActorName;
UPROPERTY(EditAnywhere, Category = "CustomProperty", meta = (AllowPrivateAccess = "true"))
USphereComponent *collider;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "CustomProperty", meta = (AllowPrivateAccess = "true"))
UPointLightComponent *pointLight;
UFUNCTION()
void OnTriggerEnter(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult);
UFUNCTION()
void OnTriggerExit(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
UFUNCTION()
void debug(FString message);
float d, teta, degree, x, y;
public:
// Sets default values for this actor's properties
AMyCube();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
//void OnHit(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
};