Why can't i use my component created by c++ on blueprint?

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

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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

Did i do something wrong?

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.

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