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'native' StaticMeshComponent can be configured?

I’m trying to spawn an actor from code, but the static mesh is ‘native’ and I’m wondering if this is preventing me configuring it? I’ve posted full details to the answer hub:

https://answers.unrealengine.com/questions/49787/ustaticmeshcomponent-adds-a-native-mesh-has-no-det.html

Any help greatly appreciated!

You have to add some additional code to let Blueprint see your components.
Read this article to understand how it works https://www.unrealengine.com/blog/unreal-property-system-reflection
And use Property Specifiers from this link https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Properties/index.html to choose what exactly behaviour you need


UCLASS()
class ABlockBase : public AActor
{
    GENERATED_UCLASS_BODY()

    UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = AnyName)
    TSubobjectPtr<UStaticMeshComponent> myStaticMeshComponent;

    UStaticMesh * myStaticMeshObj;
};

Thanks zeOrb that was it - I forgot about exposing the property and got hung up on the ‘native’. If you post your response on the answerhub I’ll accept it and mark resolved.

Thanks again!

No problems!
Jobs done!