Defining a skeletal mesh component in code and attaching it to the root component will not allow the component's details to be editable inside the editor.
1. Open UE4Editor (any project)
2. Add code to project based on actor (MyActor)
3. In the header file add the following:
UPROPERTY() USkeletalMeshComponent* Skeletal_Mesh;
4. In the source file add the following to the constructor:
Skeletal_Mesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Skeletal_Mesh"));
Skeletal_Mesh->AttachTo(RootComponent).
5. Compile and create a blueprint basted MyActor
Results:
When the blueprint is placed in the level and the skeletal mesh component is selected the details panel is entirely gray'ed out. When the blueprint is opened the details panel is completely blank.
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Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.7.5, 4.8 |
Created | Apr 16, 2015 |
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Resolved | Apr 18, 2015 |
Updated | Jul 14, 2021 |