The issue I’m having deals with one of my UPropertys not letting me see anything in the Details window in the editor.
FireAbility.h
#pragma once
#include "GameFramework/Actor.h"
#include "FireAbility.generated.h"
/**
*
*/
UCLASS()
class AFireAbility : public AActor
{
GENERATED_UCLASS_BODY()
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement)
TSubobjectPtr<class USphereComponent> CollisionComp;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement)
TSubobjectPtr<class UProjectileMovementComponent> ProjectileMovement;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Particle)
TSubobjectPtr<UParticleSystemComponent> FireScale;
};
FireAbility.cpp
#include "SideScrollerConcept.h"
#include "FireAbility.h"
#include "ParticleDefinitions.h"
AFireAbility::AFireAbility(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
CollisionComp = PCIP.CreateDefaultSubobject<USphereComponent>(this, TEXT("SphereComp"));
CollisionComp->InitSphereRadius(15.0f);
RootComponent = CollisionComp;
ProjectileMovement = PCIP.CreateDefaultSubobject<UProjectileMovementComponent>(this, TEXT("ProjectileComp"));
ProjectileMovement->InitialSpeed = 3000.0f;
ProjectileMovement->UpdatedComponent = CollisionComp;
ProjectileMovement->MaxSpeed = 3000.0f;
ProjectileMovement->bRotationFollowsVelocity = true;
ProjectileMovement->bShouldBounce = true;
ProjectileMovement->Bounciness = 0.3f;
FireScale = PCIP.CreateDefaultSubobject<UParticleSystemComponent>(this, TEXT("Fire_Scale"));
FireScale->AttachTo(RootComponent);
}
and it looks like this in the Component Editor when I select the Native ParticleComponent for the FireScale
The Detail window is empty
but I have exact same code for my Nature projectile class and it lets me change things in the Details window
NatureAbility.h
#pragma once
#include "GameFramework/Actor.h"
#include "NatureAbility.generated.h"
/**
*
*/
UCLASS()
class ANatureAbility : public AActor
{
GENERATED_UCLASS_BODY()
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement)
TSubobjectPtr<class USphereComponent> CollisionComp;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement)
TSubobjectPtr<class UProjectileMovementComponent> ProjectileMovement;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Particle)
TSubobjectPtr<UParticleSystemComponent> NatureScale;
};
NatureAbility.cpp
#include "SideScrollerConcept.h"
#include "NatureAbility.h"
#include "ParticleDefinitions.h"
ANatureAbility::ANatureAbility(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
CollisionComp = PCIP.CreateDefaultSubobject<USphereComponent>(this, TEXT("SphereComp"));
CollisionComp->InitSphereRadius(15.0f);
RootComponent = CollisionComp;
ProjectileMovement = PCIP.CreateDefaultSubobject<UProjectileMovementComponent>(this, TEXT("ProjectileComp"));
ProjectileMovement->InitialSpeed = 3000.0f;
ProjectileMovement->UpdatedComponent = CollisionComp;
ProjectileMovement->MaxSpeed = 3000.0f;
ProjectileMovement->bRotationFollowsVelocity = true;
ProjectileMovement->bShouldBounce = true;
ProjectileMovement->Bounciness = 0.3f;
NatureScale = PCIP.CreateDefaultSubobject<UParticleSystemComponent>(this, TEXT("NatureScale"));
NatureScale->AttachTo(RootComponent);
}
and here’s the Nature Component Editor with the Native ParticleComponent selected
The Detail Window has properties i can change.
Any idea what’s happening here?