This from what i’ve researched seems to have been a bug dating as far back as 2015 and epic hasn’t done anything about it. So my actor component has nothing showing in its details panel in my actor’s blueprint.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "WeaponHandling.generated.h"
class USoundCue;
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class WEAPONHANDLINGMODULE_API UWeaponHandling : public UActorComponent
{
GENERATED_BODY()
public:
UWeaponHandling();
void WeaponFire();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction) override;
private:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = "true"))
USoundCue* FireSound;
};
this is my weapon handling component in my Weapon handling module and i forward declared it in my actor’s .h file
UPROPERTY(Category = Combat, VisibleAnywhere, BlueprintReadOnly, Meta=(AllowPrivateAccess="true"))
class UWeaponHandling* WeaponHandling;
attached it to my actor in the actor.cpp file
WeaponHandling = CreateDefaultSubobject<UWeaponHandling>(TEXT("WeaponHandlingComponent"));
but in my details panel nothing from the weapon handling component shows up
and till now no one seems to know what the problem is nor has there been any viable solution to this problem