Access Blueprint components from C++

I Am new to the Engine, I discovered that i can have a Reference to a class in C++ and then assign it from the editor as long as it is in the level.
So the Question is how can i do the same for components in the Blueprint like having a UPROPERTY for UBoxComponent And then from the inherited Blueprint add a box Component and tell that variable that box is what are you referencing

Just do it in Blueprint? Right click, type set <name of the uproperty var>.

If you added a UBoxComponent to the Blueprint, just use the construction or begin play to set the UPROPERTY.

Here my BP_FollowCamera is a Blueprint class inherited from a C++ FollowCamera class.

Camera Confines is a UPROPERTY:

	/**
	 * Box containing the limits for the camera. Camera viewport must be contained
	 * within this volume.
	 */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="FollowCamera")
	UBoxComponent *CameraConfines;

In the screenshot I have used the BeginPlay event in the Blueprint subclass to set the camera confines variable to be assigned a new UBoxComponent

The BlueprintAddedBox is one I added from the Components + Add menu. (Though it makes no sense to do that, I just made this change to illustrate for this question).

Thanks a lot — that actually helps! Instead of using the “search components by tag” approach, I think this is much more organized.

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