I am having trouble using UE4 because for some reason when I add a component to my character via code, it does not seem to load in properly. I have added a static mesh component, but when I compile it and drag an instance of my class into the scene, the component is not there. Also, if I create a blueprint of the class and open it in the blueprint editor, the component is there but when I try to edit it, the window where you usually edit the values of the component is completely blank and I can’t edit anything.
The way I am creating my components is by doing this:
PlayerCharacter.h:
UStaticMeshComponent* meshComponent;
Please note, I have put apostrophes around the angular brackets because otherwise, it thought it was an HTML tag. They are not there in the actual code.
Man, I am having a similar issue. If I use a different name provided with TEXT(“name”), I have to reload the project in order for it to pick up the name, and then the blueprint stops showing the variables on the right for the blueprint, and I also can not touch the transform. Check my topic out and see the screenshots. Let me know if you have found a fix. I will notify you as well.
Have you declared the meshComponent variable using a UPROPERTY() tag in the header file? I am not sure if that is what is causing the issue, but it might help.
Smelnick97, check my topic, I am literally not writing any code, just changing TEXT(“Name”) and using the auto-generated C++ file from Unreal, and it still bugs out
@ChopperGW I have left a comment on your question, but while I am actually able to replicate the problem you have, I am not able to replicate @Nemozzz 's problem.
Could you post a bit more of your code @Nemozzz ? Specifically, can you show the full function in which you are creating the static mesh component?