Hello Everybody!
I’ve been digging around the internet for a solution for the past 2 hours, but I am still hitting a wall with this.
I have a class that inherits the UActorComponent, and I declare a few properties. This Component is added to an actor in it’s constructor. (Pretty much just like the MovementComponent).
However, no matter what I do, the Details Tab stays empty.
Relevant code snippets:
EntityStatus.h
UCLASS(config = Game, BlueprintType, HideCategories = Trigger, meta = (BlueprintSpawnableComponent))
class DA_PRIMARY_API UEntityStatus : public UActorComponent
{
GENERATED_UCLASS_BODY()
public:
// Sets default values for this component's properties
UEntityStatus();
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
UPROPERTY(Category = "Test", EditAnywhere, BlueprintReadWrite)
float MaxHP;
EntityStatus.cpp
// Sets default values for this component's properties
UEntityStatus::UEntityStatus()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
MaxHP = 0;
// ...
}
UEntityStatus::UEntityStatus(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
MaxHP = 0; // somebody said this needed to be initialized here too.
}
BaseEntity.cpp (where the component is added)
ABaseEntity::ABaseEntity(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
// Create basic components
EntityStatus = ObjectInitializer.CreateDefaultSubobject<UEntityStatus>(this,TEXT("EntityStatus"));
}
and a screenshot of the details tab
https://sharedat.allions.net/?7yM28agG.jpg
Help would be really appreciated (even though I know it’s a noob question)!
Thanks in advance!