I wont to Set my Mesh with C++ cood. The problem is, it don’t work. I’ve already tried, to set the mesh, in the constructor, “BeginPlay”, and in the Tick function.
You’re not using Constructor Statics correctly, you need to actually find the object by it’s string asset reference, tbh I’m not sure how that even compiles.
You can ‘get’ the string reference of an asset by right-clicking it and hitting “Copy Reference”.
However, if that mesh never changes during gameplay, then why not just set it directly on the mesh component when you create a blueprint of that class. Other than for specific cases it’s not a good workflow to reference assets this way.