Hi,
I have a C++ component class:
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class DemoProject_API
UWeaponComponent : public
UActorComponent { GENERATED_BODY() }
And in another Actor class, I would like to expose a reference to it. What I am trying to do is have a Rifle blueprint, which has a property exposed in the Details panel, where the user can drag and drop a WeaponComponent into the field. The weapon component would exist in the Components tab as a child of the RootComponent of Rifle.
I know I could programmaticly search through the children, but I would quite like as an exercise to let someone drag and drop the component reference similar to how you might hook up a Monobehaviour reference in Unity. I would then want to actor upon that pointer in my gameplay code.
I have a UProperty defined like this:
UPROPERTY(EditAnywhere,
BlueprintReadWrite, Category =
“Weapon”) UWeaponComponent*
WeaponComponent;
But it does not show up in the details panel. What am I missing? Thanks in advance.