I create a new USceneComponent in C++ using “Add New C++ Class” in the editor, and re-build in Visual Studio. (This also happens when deriving from, for example, UProjectileMovementComponent)
My component has some UPROPERTY(BlueprintReadWrite,EditAnywhere) properties, as well as the properties inherited from the superclass.
However, when I add this component to my actor, and select it in the editor, I can see no properties to edit.
For example, here’s a (partial) declaration:
UCLASS( ClassGroup="Gameplay", HideCategories = (Object, LOD, Lighting, TextureStreaming), Meta=(DisplayName="Radar Component", BlueprintSpawnableComponent) )
class TWINSTICKTEMPLATE_API URadarComponent : public USphereComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
URadarComponent();
UPROPERTY(Category = Radar, BlueprintGetter = GetRadarRange, BlueprintSetter = SetRadarRange)
float RadarRange;
UPROPERTY(Category = Radar, BlueprintReadWrite)
float PingsPerSecond;
UPROPERTY(Category = Radar, BlueprintReadWrite)
float RadarConeAngleDegrees;
UPROPERTY(Category=Radar, BlueprintReadWrite)
float HysteresisValue;
And here’s what it look like in the editor:
