Hi,
I’m working on a plugin and can’t seem to get it to spawn an actor for me. What I’m trying to do is the following :
- MySplineClass is a class that has a spline component (made from c++)
- I want, when I drag this into the editor, to spawn controller objects on each of the keys of the spline.
I’m currently stuck on spawning the actual controllers.
When I try to use :
AMyGraphPoint *tempObject = UEditorEngine::AddActor(GetWorld()->GetLevel(0), AMyGraphPoint,ObjTransform);
I keep getting : ‘AMyGraphPoint’: illegal use of this type as an expression.
AMyGraphPoint is :
UCLASS()
class AMyGraphPoint : public AActor
{
GENERATED_UCLASS_BODY()
public:
AMyGraphPoint();
UPROPERTY(EditAnywhere, BlueprintReadWrite)
USceneComponent *OurRoot;
UFUNCTION(BlueprintCallable)
void SetGraphPointPosition(FVector pos);
};
I’m not very experienced in c++ so there must be something obvious that I’m missing.
I’ve tried using SpawnActor and I end up at the same road block. There’s something I’m doing wrong in AMyGraphPoint.
Edit: I’m not trying to spawn a blueprint class. Everything is done in c++.