Hi,
I have ATile class (based on AActor):
Tile.h:
UCLASS()
class ENDLESSRUNNER_API ATile : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ATile();
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Mesh)
class UStaticMeshComponent* m_MeshComponent;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UFUNCTION()
void SetMesh(class UStaticMesh* mesh);
UFUNCTION()
FVector GetBounds();
};
Tile.cpp:
// Sets default values
ATile::ATile()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ATile::BeginPlay()
{
Super::BeginPlay();
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
m_MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComponent"));
if (m_MeshComponent)
{
m_MeshComponent->SetupAttachment(GetRootComponent());
UE_LOG(LogTemp, Warning, TEXT("TILE: MeshComponent found, Set to RootComponent"))
}
}
// Called every frame
void ATile::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ATile::SetMesh(UStaticMesh* mesh)
{
FString meshName = mesh->GetName();
UE_LOG(LogTemp, Warning, TEXT("MeshName: %s"), *meshName )
if (m_MeshComponent)
{
static ConstructorHelpers::FObjectFinder<UStaticMesh> BaseMeshAsset(TEXT("StaticMesh'/Engine/MapTemplates/SM_Template_Map_Floor.SM_Template_Map_Floor'"));
m_MeshComponent->SetStaticMesh(BaseMeshAsset.Object);
UE_LOG(LogTemp, Warning, TEXT("TILE: SetMesh"))
}
}
I spawn the actor in a “game manager”, and after that uses the Tile->SetMesh() Method.
But the problem is, that after the actor has been spawned, the m_MeshComponent seems do be dereferenced again.
Code for the “SpawnTile” looks like this:
AActor* AGameManager::SpawnTile(FVector loc, UStaticMesh* mesh)
{
FRotator Rotation(0.f, 0.0f, 0.f);
FActorSpawnParameters SpawnInfo;
ATile* SpawnedActorRef = GetWorld()->SpawnActor<ATile>(m_TileToSpawn, loc, Rotation, SpawnInfo);
SpawnedActorRef->SetMesh(m_TileMeshArray[0]);
return SpawnedActorRef;
}
Could you please give me a “hint”