Cannot Subclass SceneCaptureComponent2D

Dear Friends at Epic,

I am unable to subclass SceneCaptureComponent2D

I had some fancy plans…

Can you address this for the full release version of the Engine so everyone can do this?

#Build CS

Here’s what I’ve tried:

PublicDependencyModuleNames.AddRange(new string[] { 
			"Core", "CoreUObject", "Engine", "InputCore",
            "RHI", "RenderCore", "ShaderCore",
			"UMG", "Slate", "SlateCore"
		});

#Compile Errors

1>     Creating library C:\Users\\Documents\Unreal Projects\JoyMech\Intermediate\Build\Win64\JoyMechEditor\Development\UE4Editor-JoyMech.lib and object C:\Users\\Documents\Unreal Projects\JoyMech\Intermediate\Build\Win64\JoyMechEditor\Development\UE4Editor-JoyMech.exp
1>Module.JoyMech.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl USceneCaptureComponent2D::SendRenderTransform_Concurrent(void)" (?SendRenderTransform_Concurrent@USceneCaptureComponent2D@@UEAAXXZ)
1>Module.JoyMech.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl USceneCaptureComponent2D::TickComponent(float,enum ELevelTick,struct FActorComponentTickFunction *)" (?TickComponent@USceneCaptureComponent2D@@UEAAXMW4ELevelTick@@PEAUFActorComponentTickFunction@@@Z)
1>Module.JoyMech.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl USceneCaptureComponent2D::PostEditChangeProperty(struct FPropertyChangedEvent &)" (?PostEditChangeProperty@USceneCaptureComponent2D@@UEAAXAEAUFPropertyChangedEvent@@@Z)

Hi ,

Thanks for bringing this to our attention. I was able to easily reproduce this issue, and have submitted a report to have this investigated further (UE-6468).

Thanks !

Have fun today!

#:heart:

Hi ,

I just wanted to provide a quick update on this issue. It appears that the SceneCaptureComponent2D is not an “exported” class from the Engine, and is not intended to be extended. You can certainly modify the source code yourself to allow this class to be extended, but it does not look like we will be making this change to the source code ourselves.

Thanks for the update !

:slight_smile: