Hi everybody. I created a component(SkillTreeComp) on my character .cpp
but when i try to get its ref on blueprint i get this:
can someone help me on how can i access this component on BP.
Thanks for any help
Hi everybody. I created a component(SkillTreeComp) on my character .cpp
but when i try to get its ref on blueprint i get this:
can someone help me on how can i access this component on BP.
Thanks for any help
Kaan_Altay,
The simplest solution would be to SubClass your USkillTreeComp from USceneComponent (Class USkillTreeComp : public USceneComponent).
Hey thank you for that can you explain how can i do that?
You’re welcome,
In your header file for the USkillTreeComp - just replace the class that it is subclassed to with USceneComponent - it’s probably something like UActorComponent or UComponent:
so it will look something like:
UCLASS(blah)
class USkillTreeComp : public UScene Component
{
GENERATED_BODY
…
Ughh… I’m afraid it didn’t solve my problem. My engine has crushed
Assertion failed: Result [File:D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp] [Line: 2220] FBlueprintEditorUtils::FindBlueprintForNodeChecked(/Game/SkillTree/BP_SkillTreeComp.GetSkillArray:K2Node_CallFunction_1) failed to find a Blueprint.
UnrealEditor_UnrealEd
UnrealEditor_BlueprintGraph
UnrealEditor_UnrealEd
UnrealEditor_CoreUObject
UnrealEditor_LiveCoding
UnrealEditor_LiveCoding
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
well… I don’t know what happened but when i compile inside of VSCode instead of livecodding error was gone and i can access my component now. Thanks a lot.