I have a blueprint actor that is derived from an actor hierarchy in C++. My root component is a capsule component which is specified in my C++ class as:
/** Simple collision component used as root component */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Selectable)
UCapsuleComponent* CapsuleCollision;
I can see and modify the capsule in my blueprint, but the only Physics property available in the Details panel is “Should Update Physics Volume”. If I add a junk capsule component directly to the blueprint, I can see all physics properties I wish to edit, such as mass and dampening. See below:
Why don’t all the properties show up for the inherited class? How can I change properties like mass on an instance by instance case in the blueprint for my C++ root component?