I have a class called AAvatar
which extends APawn
.
I have a blueprint called BP_Avatar
which has AAvatar
as a parent.
I can compile my code and the blueprint works fine. If I restart the editor the BP_Avatar
instance in the level is displayed as a “Bad Blueprint” and the blueprint can’t compile. I have to recompile my code and the blueprint gets fixed, but the position of the blueprint in the level gets reset to (0,0,0).
The blueprint event graph is completely empty. The only blueprint logic is in the Construction Script where I assign a value to two component pointers. The pointers are declared in C++ like this:
and I assign components to those references like this:
Why does this keep breaking? Is there a better way for me to place and configure components in the blueprint and then have a reference to those components in C++?
Thanks!