I have a custom UActorComponent written in C++ and wanted to extend that in the BP editor, but when I tried to create a Blueprint class based on my C++ class I couldn’t find it in the class list. And, going through the C++ object in the editor I noticed that “Create Blueprint class” is disabled:
I’ve compared the code to other classes which I can create Blueprint classes for, and not much is different other than the class their parent class. Is there something I could be doing wrong? Here is the header file for this class:
UCLASS()
class RH_API URHTriggerComponent : public USceneComponent
{
GENERATED_BODY()
public:
class USphereComponent* Collider;
// Sets default values for this component's properties
URHTriggerComponent();
// Called when the game starts
virtual void BeginPlay() override;
// Called every frame
virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
virtual void Use(APawn* User);
UFUNCTION(BlueprintImplementableEvent)
virtual void OnUse(APawn* User);
};
Thanks!