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Blueprint doesn't affect its parent - Unreal Engine

I have C++ Character class called VRCharacter with the attributes programmed in C++ as follow:

VRRoot = CreateDefaultSubobject<USceneComponent>(TEXT("VRRoot"));
VRRoot->SetupAttachment(GetRootComponent());

Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(VRRoot);

DestinationMarker = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("DestinationMarker"));
DestinationMarker->SetupAttachment(GetRootComponent());

And I have created a blueprint with the VRCharacter as its parent and when I open the blueprint, i can see all the attributes I declared in the code as shown below: VR角色蓝图

And I can see on the top right written that the parent is VRCharacter 家长班

But when I play the game and navigate to the VRCharacter in the scene, I don't see all the attributes, I can only see the Mesh and the DestinationMarker as shown in the picture below: 处于播放模式时的 VRCharacter

And when I apply some changes to the DestinationMarker from the blueprint such as changing the Static Mesh , it doesn't get applied to the VRCharacter in play mode.

Why my blueprint doesn't affect its parent? is there anything I might be doing wrong?

It looks like you added the C++ class to the scene instead of your blueprint 'subclass'. Try dragging your BP_VRCharacter into the scene, and the world outliner should display 'BP_VRCharacter' as type instead of 'VRCharacter'

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