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Evgeny Ivanovich2019-02-03 19:59:21
unreal engine
Evgeny Ivanovich, 2019-02-03 19:59:21

Why is the object mesh not displayed in the editor?

Good day to all, actually such a question - I created a class from an AActor object in C ++, declared a pointer to USkeletalMeshComponent* and initialized the pointer with a new object in the class constructor

WeaponMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("WeaponMesh"));

All header and listing code
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "BaseWeapon.generated.h"

UCLASS()
class ADVANCEDLOCOMOTIONV3_API ABaseWeapon : public AActor
{
  GENERATED_BODY()
  
public:	
  // Sets default values for this actor's properties
  ABaseWeapon();

protected:
  // Called when the game starts or when spawned
  virtual void BeginPlay() override;

public:	
  // Called every frame
  virtual void Tick(float DeltaTime) override;

  UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Weapon")
  USkeletalMeshComponent* WeaponMesh; //weapon mesh
};

#include "BaseWeapon.h"
#include "Components/SkeletalMeshComponent.h"

// Sets default values
ABaseWeapon::ABaseWeapon()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
  PrimaryActorTick.bCanEverTick = false;

  WeaponMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("WeaponMesh"));
}

// Called when the game starts or when spawned
void ABaseWeapon::BeginPlay()
{
  Super::BeginPlay();

}

// Called every frame
void ABaseWeapon::Tick(float DeltaTime)
{
  Super::Tick(DeltaTime);

}

The question is, why is the USkeletalMeshComponent object not displayed in the editor when creating a blueprint class?

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