I have a custom ActorComponent created with blueprints. Now I am creating a new Character in code, but I haven’t been able to find an example on how to add the component to the Character.
This is what I have so far:
h:
UCLASS()
class ZOMBIECOUNT_API AZCParentCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AZCParentCharacter();
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = ActorComponents)
UActorComponent* ACTargetableComponent;
};
cpp:
AZCParentCharacter::AZCParentCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
static ConstructorHelpers::FObjectFinder <UActorComponent>ACTargetableC(TEXT("Blueprint'/Game/Blueprints/Components/AC_Targetable.AC_Targetable'"));
if (ACTargetableC.Object != NULL)
{
ACTargetableComponent = ACTargetableC.Object;
AddInstanceComponent(ACTargetableComponent);
}
}
But when I open the project I get:
If I create a blueprint based on AZCParentCharacter, it doesn’t have the component in the components tab:
The path to the component must be right because I right clicked it in the Editor, then clicked “Copy Reference”, and pasted it in the function.
I have a feeling everything I’ve done is wrong lol. Any help is appreaciated.