Hi!
I made a c++ class "myActor" inherited from actor class.
And i created a blueprint actor from this myActor class, named myActor_BP.
In myActor_BP blueprint, i want to add ArrowComponent dynamically and make it reusable. So i made a macro function to create ArrowComponent . i think i can call this macro function and pass myActor_BP's self reference into this macro function to
create ArrowComponent by using "Add Arrow Component" function,but i got "Accessed None trying to read property" message when play this level. I checked macro function blueprint code , and founded myActor_BP's self reference which passed
from myActor_BP is none!!!
But when i moved macro function code into myActor_BP, everything is ok, the ArrowComponent added correctly.
So, how can i fix this problem???
Thanks.
I made a c++ class "myActor" inherited from actor class.
And i created a blueprint actor from this myActor class, named myActor_BP.
In myActor_BP blueprint, i want to add ArrowComponent dynamically and make it reusable. So i made a macro function to create ArrowComponent . i think i can call this macro function and pass myActor_BP's self reference into this macro function to
create ArrowComponent by using "Add Arrow Component" function,but i got "Accessed None trying to read property" message when play this level. I checked macro function blueprint code , and founded myActor_BP's self reference which passed
from myActor_BP is none!!!
But when i moved macro function code into myActor_BP, everything is ok, the ArrowComponent added correctly.
So, how can i fix this problem???
Thanks.
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