My C++ class bases from ACharacter, so it has all the standard root component and other items:
I guess I could just have a blueprint where I load the objects via the blueprint editor... it just seemed so much more convenient to instantiate them in code. π
Are there any other instantiation configuration I'm missing on the components?
I think I keep answering my own questions... :$
I changed a little how I define the components, and now they show up just fine. I'm a bit new to C++ in addition to UE4, so I imagine I'm making some newb mistakes.
Here's what I changed the setup to and the components appear correctly in the editor:
Notice I took the "class" away from in front of the definitions. I also moved the definitions in the .h file down below the default variable instantiator function call.
It's working, but I'm not sure why per se. Any thoughts? π
Kk, last post and I feel like an idiot. If you make a component
UPROPERTY(EditAnywhere, BlueprintReadWrite)
then it won't show up properly in the editor.
Components need to be set to:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
Case closed! :clap: