I like the feature where you can make a “component blueprint” with some specific class as the parent.
But for this to be possible, that class needs to have the meta tag “Blueprintable”.
Blueprintable. Exposes this class as an
acceptable base class for creating
Blueprints. The default is
NotBlueprintable, unless inherited
otherwise. This is inherited by
subclasses.
So my question is why is this default off? And/or why does not UBoxComponent have this on?
Are there certain limitations that make this not work for all components?
Do you want to do this in C++ or Blueprint?
You are in the Blueprint Scripting Section of AnswerHub so I guess Blueprint.
To Create a Blueprint Actor Component from the Content Browser, its one of the main classes. From that created Actor Component you can make Child Blueprints Class by right click on the created Blueprint Actor Component and hit Create Child Blueprint Class. That Child Actor Component will then inherit all variables and functions form the first created component (The Parent Class).
I guess you could create your on BoxCollider with an Actor in which you place a BoxCollider inside, set up some variables in the construction script to expose the settings for the box.
Don’t know if this is what you want to do. If not, you can try and give a little more information and I’ll try again.
Thanks for your answer, but my question is why I can not use BoxComponent as parent for a component blueprint. (Or, I know why. It’s why Epic does not allow me
Added a screenshot to help clarify.
And I thought I posted this in bugreports section…