bAutoWeld is not accessible in C++, but in BP it is ether disabled or absent

StaticMesh created in C++ do not display bAutoWeld in UE Editor if EditDefaultsOnly is set, If I set VisibleDefaultOnly, then I can see it but can not edit, but in both cases, I can not change either in BP nor C++.
Screenshot is attached for both cases.
What’s wrong?

None of these allow me to change this property


    UPROPERTY(VisibleDefaultsOnly, Category = "Components")
    UStaticMeshComponent* MeshComp;

    UPROPERTY(EditDefaultsOnly, Category = "Components")
    UStaticMeshComponent* MeshComp;

Thank you so much for taking some time with me!

I believe you want Weldto, which is only for UPrimitiveComponent UPrimitiveComponent | Unreal Engine Documentation

And I believe you have to have a collision volume of some sort for your mesh, and you must set the collision up once you have a volume set (like a box or sphere or capsule, etc):

MyPrimitive()->SetCollisionProfileName(TEXT(“Pawn”));
MyPrimitive()->SetCollisionEnabled(ECollisionEnabled::Type::QueryAndPhysics); // set collision type query/physics/query only /physics only
MyPrimitive()->SetCollisionObjectType(ECollisionChannel::ECC_PhysicsBody); // set your collision channel

You might want to look at one of the starter projects in c++ that come with unreal engine and see if any of them setup physics

Thank you for your reply! But I have mange to do it a bit another way for now it is suffice.

How Can I get into UE4 documentation easily?

Because I tried a lot of time to look for some needed stuff and I did not find anything I looked for.
Is There some guide on how to get into it.

I have been working with UE4 about half a year (BP + C++), but sometimes I find it too difficult to do some stuff…

e.g a multiplayer game. I am using “Listen” architecture
I want to spawn a projectile from my weapon. and AFAIK it must be spawned only on a server so I do next:


if(HasAuthority()) {
GetWorld()->SpawnActor<AActor>(ProjectileClass, MuzzleLocation, EyeRotation, SpawnParams);
}

And I have some VFX, and to show it to a client, I would have to create a multicast VFX function to show it to other clients, correct?

But some guy said that Multicast is not very good for the end client(like it can be lost during this replication).