I have this problem where if i create an Actor class in C++ and add components to it, then create a blueprint from that class and edit the properties of those components on the blueprint editor, when i create an instance the properties are not applied, even when the details window shows it has the values set on the blueprint editor.
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* StaticMesh;
StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Static Mesh"));
Then I assign a mesh in the blueprint editor, and it shows ok in the viewport tab, but when i add an instance to the scene, there is nothing visible, but the details window says it has the selected mesh.
Another example, with a WidgetComponent, i try to adjust its relative position in Blueprint editor, but the instance always used the default. I had to set it in the C++ class’ BeginPlay method.
I tried to look into the ACharacter class to see how they do it, they declare the StaticMesh UPROPERTY with the same specifiers i do, I don’t know what the difference is. I appreciate any help.