Actor Components, Making Native & Deferred Attached to Socket - Epic Wiki
# Actor Components, Making Native & Deferred Attached to Socket
# Contents
# Overview
Dear Community,
Here is my complete code sample for creating and attaching native C++ actor components!
# Deferred Attachment
This code follows the Deferred Attachment model, whereby you pick a name and a socket, but the actual attachment occurs after the Character Blueprint has also initialized.
(blueprints are not yet setup during the C++ constructor, and their values cannot be relied on)
# .h
//JoyControl
TSubobjectPtr<UStaticMeshComponent> JoyfulControl; UStaticMesh * AssetSM_JoyControl; FORCEINLINE void SetupSMComponentsWithCollision(UStaticMeshComponent* Comp) { if(!Comp) return; //~~~~~~~~ Comp->bOwnerNoSee = false; Comp->bCastDynamicShadow = true; Comp->CastShadow = true; Comp->BodyInstance.SetObjectType(ECC_WorldDynamic); Comp->BodyInstance.SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); Comp->BodyInstance.SetResponseToAllChannels(ECR_Ignore); Comp->BodyInstance.SetResponseToChannel(ECC_WorldStatic, ECR_Block); Comp->BodyInstance.SetResponseToChannel(ECC_WorldDynamic, ECR_Block); Comp->BodyInstance.SetResponseToChannel(ECC_Pawn, ECR_Block); Comp->SetHiddenInGame(false); }
# .Cpp Constructor
//Asset, Reference Obtained Via Right Click in Editor
static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMeshOb_AW2(TEXT("StaticMesh'/Game/VictoryGoals/Mechs/JoyControl/JoyControl_WindTurtle.JoyControl_WindTurtle'")); AssetSM_JoyControl = StaticMeshOb_AW2.Object; //Create JoyfulControl = ObjectInitializer.CreateDefaultSubobject < UStaticMeshComponent > (this, TEXT("JoyfulControlYay")); //Set Mesh JoyfulControl->SetStaticMesh(AssetSM_JoyControl); //Setup (see .h) SetupSMComponentsWithCollision(JoyfulControl); //Deferred Attachment (Ty Nick W.! Actual attach gets done after blueprint stuff) JoyfulControl->AttachParent = Mesh; JoyfulControl->AttachSocketName = "JoyControl";
# What is Mesh?
Mesh is a great choice for a component to attach to if you are deriving from an ACharacter class.
If not using ACharacter, and if you have a RootComponent for your actor class already,
you can simply replace Mesh with RootComponent
JoyfulControl->AttachParent = RootComponent;
If you are making a new actor class that does not have a RootComponent, then make one of your new components into the RootComponent
RootComponent = YourComp;
# Conclusion
Enjoy!
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