I created a component class appearing in blueprint component tab and I can assign it here, everything is fine. But when I try to call it from my c++ character, compilation goes “UE4Editor.exe has triggered a breakpoint.”
We’re trying to reproduce this issue on our end however I will need some additional information from you so we can ensure we are getting the same results. Does the error message say anything else or just that a breakpoint has been triggered? When you created your component class what parent class did you choose to base it on? Also, how are you making the call to the class inside the blueprint? Are the lines of code that you posted above in the c++ character or the component class? Any information you can include regarding the setup will make it easier for us to investigate this problem
I finally managed to get it works by pacthing knowledge from here and there, my biggest mistake was problably initializing it the wrong way in the constructor. Here is what I did if someone ever asks
I derived from ActorComponent, giving me a class I had to manually link to my pawn, this error message came when i put
and #include “OF_ColorComponent” in my header file
it seems to do what I’m looking for so far, inheritance of my component class, I just hope I didn’t miss something for the moment I’ll call it in any functions later.