I think you making a confusion between blueprint and C++.
I guess you wanted to access a mesh component set in your BP from your C++ class (also set in the same BP).
You can implement this function in your class to get the Character Mesh.
USkeletalMeshComponent* ACastable::getCharacterMesh()
{
USkeletalMeshComponent* mesh = NULL;
AActor *characterActor = NULL;
characterActor = this->GetParentActor();
if (characterActor != NULL)
{
mesh = Cast<USkeletalMeshComponent>(characterActor->GetComponentByClass(USkeletalMeshComponent::StaticClass()));
}
return (mesh);
}
I know this is an old thread but this could help some people who are looking for the same answer.