I’m following along the tutorial examples in “Introduction to UE4 Programming - 7- Applying a Dynamic Material Instance to Our Character” and am trying to locate the variables added to the custom class in the previous exercises within the My Blueprint section of Graph editing mode. Here is a screenshot of what the instructors are showing in the video:
And here is what I’m seeing when launching Unreal Editor (v4.6.0.xxx) on Mac (10.10.1):
Note there is no “Power” category under variables in the 2nd screenshot above.
Here is the code where the variables are declared from TutorialCodeCharacter.h:
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Character.h"
#include "TutorialCodeCharacter.generated.h"
UCLASS(config=Game)
class ATutorialCodeCharacter : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
/** Collection Volume */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Power, meta = (AllowPrivateAccess = "true"))
class USphereComponent* CollectionSphere;
/** Power level of the character */
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Power, meta = (AllowPrivateAccess = "true"))
float PowerLevel;
/** Power multiplier for the speed of the character */
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Power, meta = (AllowPrivateAccess = "true"))
float SpeedFactor;
/** Baseline speed of the character */
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Power, meta = (AllowPrivateAccess = "true"))
float BaseSpeed;
virtual void Tick(float DeltaSeconds);
public:
ATutorialCodeCharacter(const FObjectInitializer& ObjectInitializer);
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;
/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;
protected:
/** Called when we press a key, to collect any batteries inside the SphereComponent */
UFUNCTION(BlueprintCallable, Category = Power)
void CollectBatteries();
/** Called by CollectBatteries() to use the Blueprinted PowerUp functionality */
UFUNCTION(BlueprintImplementableEvent, Category = POWER)
void PowerUp(float BatteryPower);
/** Called for forwards/backward input */
void MoveForward(float Value);
/** Called for side to side input */
void MoveRight(float Value);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
/** Handler for when a touch input begins. */
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
// End of APawn interface
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};
Question: What do I have to do to get the category variables to show up in the Blueprint editor? I have saved and compiled the code and reloaded the editor, but the variables still do not appear.
Thank you in advance for helping!
Jay