I’ve created a static mesh through C++, and when viewing it in the class blueprint, a number of fields are missing.
UPROPERTY(EditAnywhere) UStaticMeshComponent* Ball;
Ball = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Ball"));
RootComponent = Ball;
Dragging ball into scene shows this:
However inside the ball’s blueprint it looks like this:
This makes it impossible to edit physics values inside the blueprint.
How can I get it’s values to look like the scene view, instead of being hidden under the Roller Ball category?
I ususally just add properties and apply them. Eg:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ball Mesh Physics")
I have no problem with that, but some properties don’t seem to be available through code, such as locking rotation.
That only gives me access to the main Actor properties for the blueprint, it doesn’t let me access the inherited Ball mesh at all…
(Show inherited values isn’t available on the Ball’s detail panel)
You want to use ‘VisibleAnywhere’ or ‘VisibleDefaultsOnly’, not ‘EditAnywhere’ or ‘EditDefaultsOnly’ for components. The properties inside of them that are editable still will be.
If you click the drop-down box with ‘Static Mesh Component’ in it, you’ll see why
Huh… I tried that once before posting and it didn’t work, but now it does lol. Maybe unreal just didn’t update the changes at the time.
Anyways thanks, glad to know that’s the official property to use on components.