Getting parent class and properties

It’s one of those things that’s probably really simple but my brain just isn’t seeing it right now.

I’ve created an item class based off of AActor. I’ve created a C++ subclass from this item class but want to be able to access the components on the base class.

Here’s my code:

if (UClass* ParentClass = StaticClass()->GetSuperClass())
{
UE_LOG(LogTemp, Warning, TEXT(“Banana Parent Class is %s”), ParentClass->GetName())
if (AHDItems
* ParentActor = Cast<AHDItems>(ParentClass))
{
ParentActor->ItemMesh->SetCollisionResponseToAllChannels(ECR_Overlap);
UE_LOG(LogTemp, Warning, TEXT(“Banana Succesfully got parent class for %s”), *GetName());
}
else
{
UE_LOG(LogTemp, Warning, TEXT(“Banana Failed to get parent class for %s”), *GetName());
}
}

ParentClass is correctly being set but the cast is failing. I just don’t know why. I hope someone can help.

Thank you so much. I was very clearly overthinking that one and didn’t even consider I could just access all of the parent class components and variables without a reference. :+1:

That makes sense. Thanks for the clarification.