Hello,
I am new here, so sorry if it is stupid. I am creating a class in C++ and I am adding some properties with UPROPERTY(EditAnywhere, BlueprintReadWrite). But if I create a Blueprint class out of the C++ class I can’t access any of the variables anyway. Right know I am following a video tutorial here: Unreal Minecraft - Twitch 12h challenge - 2. C++ project set - YouTube and at one point the guy in the video is spawning a new actor he created in C++ with a Blueprint function Spawn Actor From Class. I have rewatched the video many times and I am sure I did everything exactly the same, but when I choose the class to spawn I once again get no variables to set.
This is a part of the Class I am working with now (though the problem persists with other classes too. I just thought that I was doing something wrong):
VoxelActor.h: [SPOILER]
…
class CRAFT_API AVoxelActor : public AActor
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray <UMaterialInterface*> Materials;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExponseOnSpawn = true))
int32 randomSeed = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExponseOnSpawn = true))
int32 voxelSize = 200;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExponseOnSpawn = true))
int32 chunkLineElements = 10;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExponseOnSpawn = true))
int32 chunkXindex = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExponseOnSpawn = true))
int32 chunkYindex = 0;
…[/SPOILER]
I am even setting some default values in VoxelActor.cpp:
[SPOILER]
…
void AVoxelActor::OnConstruction(const FTransform & Transform)
{
chunkZElements = 80;
chunkLineElementsP2 = chunkLineElements * chunkLineElements;
chunkTotalElements = chunkLineElementsP2 * chunkZElements;
voxelSizeHalf = voxelSize / 2;
…
[/SPOILER]
Sorry if I am not making myself clear.
Cheers.