#nope, maybe your component setup is

1 messages · Page 1 of 1 (latest)

crimson agate
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    UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
    UInputAction* TestRelfectionsAction;

    void TestReflections(const FInputActionValue& Value);

    /** Reflections Object Pool*/
    UPROPERTY(EditAnywhere)
    UObjectPoolComponent* ReflectionsPool;    

    UPROPERTY(
        EditAnywhere,
        Category = "ObjectPools|Reflections",
        meta = (
            ToolTip = "Distinct angles at which to spawn relfection from.",
            DisplayName = "Spawn Angles"
            )
    )
    TArray<float> ReflectionSpawnAngles;

    UPROPERTY(EditAnywhere,
        Category = "ObjectPools|Reflections",
        meta = (
            ClampMin = "1",
            ClampMax = "10000",
            ToolTip = "Radius based on world origin at which to spawn the relfection at.",
            DisplayName = "Spawn Radius"
            )
    )
    float ReflectionSpawnRadius = 2000.f;

    UPROPERTY(EditAnywhere,
        Category = "ObjectPools|Reflections",
        meta = (
            ToolTip = "Sets the Z coordinate for the relfection spawn and movement vectors.",
            DisplayName = "Z-Coordinate Elevation"
            )
    )
    float ReflectionZ = 400.f;

The setup is identical (except for naming).

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first one works second one doesnt

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ReflectionsPool = CreateDefaultSubobject<UObjectPoolComponent>(TEXT("ReflectionsObjectPool"));

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Thats how i created the subobject

dreamy cove
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UObjectPoolComponent* ReflectionsPool;    ```

change this to VisibleAnywhere, never use EditAnywhere on default subobject components

make a new blueprint after you fix this and try again
crimson agate
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do i need uniquePtrs there?

dreamy cove
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not sure what you mean?

crimson agate
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wrote this before you sent the other message. I was under the assumption that its colliding with the other object pool ive made

dreamy cove
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👍 UObjects don't work with smart pointers anyway (aside from a couple basic ones... soft, weak and strong object pointers)

crimson agate
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like wtf?

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thats whats confusing me

dreamy cove
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did you do what i said or not

crimson agate
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i did

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changed it for both of them

dreamy cove
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and you created a brand new blueprint

crimson agate
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no

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do i need to recreate it?

dreamy cove
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yes

crimson agate
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.<

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works. thanks

dreamy cove
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if this blueprint is old and important there are ways to try and decorrupt the dead component

crimson agate
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can I somehow repair the blueprint?

dreamy cove
crimson agate
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Thanks

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Its just odd. I've also already cleaned and rebuilt the entire project from source

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so i though that would fix it, but i guess it does not work that way

dreamy cove
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never use EditAnywhere on components anymore and you'll save yourself from one unreal problem

crimson agate
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XD

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Thank you. It was also the first component I've really made

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I guess that I have to be less liberal with the property values

dreamy cove
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this is purely an epic piece of shit. nobody knows why they don't just have unreal header tool reject this and prevent compiling

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undocumented