I have an actor called Ship with a BP function (the function was created in C++ but it is set as BP callable) that works really well when called from BP in that actors event graph. The function adds a static mesh component to said actor when called and sets it’s mesh to the one specified.
When I call that function from my other actor called BuildCharacter all of the logic still seems to work (I’ve even walked through the function being executed in the debugger) but the component does not appear.
I’ve tried:
- Changing the access of the function
to public in C++ - Changing the access of the Ship
reference to public in BP - Making a BP function in Ship that
calls the original (my hope was that
being called in Ship’s BP graph would
fix the issue, no dice).
Why does this work:

but this doesn’t?:

Any help is greatly appreciated!