I am attempting to create a visual asset (sphere mesh) in my actor. I am new to Unreal and have seen this sample in many places. However, it won’t compile and I’m not sure why:
// Create and position a mesh component so we can see where our sphere is
UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT(“VisualRepresentation”));
SphereVisual->SetupAttachment(RootComponent);
static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
if (SphereVisualAsset.Succeeded())
{
SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f));
SphereVisual->SetWorldScale3D(FVector(0.8f));
}
The compiler error I’m getting is:
D:\ProgramFiles\EpicGames\Epic Games\UE_4.25\Engine\Source\Runtime\CoreUObject\Public\UObject/ConstructorHelpers.h(110): error C2664: ‘void ConstructorHelpers::ValidateObject(UObject *,const FString &,const TCHAR *)’: cannot convert argument 1 from ‘T *’ to ‘UObject *’
with
T=UStaticMesh
]
UStaticMesh is of the correct type though (a UObject).