Hello UE community. Probably noob question, that was already discussed, but I’m done googling and trying/compiling on slow laptop. So, hoping for your help. Thanks in advance!
So, I want Blueprint Function Library, actually containing only 1 function, to add Actor Components (not Scene Components) to Target’s Actor. But when I call this function UE just crashes. So, what am I doing wrong? Thanks!
As a rule of thumb you should always check for pointers to be valid. At the start of the function I would do something like this:
if(!IsValid(Component) || !IsValid(ToAdd))
{
// Here you can also print an error to the log or handle the failure in some specific way
return;
}
I would also check for valid reference after calling NewObject, so:
if(IsValid(newC))
newC->RegisterComponent();
Thanks for help! Don’t know why I didn’t do all this checking before…I strongly believed the problem is in creating component via NewObject. Anyways, the solution was pretty easy and silly. I just put in wrong component type in Blueprints, where i was testing it q_q
Glad it helped