#nope, maybe your component setup is
1 messages · Page 1 of 1 (latest)
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).
first one works second one doesnt
ReflectionsPool = CreateDefaultSubobject<UObjectPoolComponent>(TEXT("ReflectionsObjectPool"));
Thats how i created the subobject
UObjectPoolComponent* ReflectionsPool; ```
change this to VisibleAnywhere, never use EditAnywhere on default subobject components
make a new blueprint after you fix this and try again
do i need uniquePtrs there?
not sure what you mean?
wrote this before you sent the other message. I was under the assumption that its colliding with the other object pool ive made
👍 UObjects don't work with smart pointers anyway (aside from a couple basic ones... soft, weak and strong object pointers)
did you do what i said or not
and you created a brand new blueprint
yes
if this blueprint is old and important there are ways to try and decorrupt the dead component
can I somehow repair the blueprint?
Thanks
Its just odd. I've also already cleaned and rebuilt the entire project from source
so i though that would fix it, but i guess it does not work that way
never use EditAnywhere on components anymore and you'll save yourself from one unreal problem