Custom UObject Components, How to Make Accessible to Blueprints - Epic Wiki

# Custom UObject Components, How to Make Accessible to Blueprints

Author Rama (talk)

Dear Community,

This is how you expose your custom UObject components to Blueprints, so that you can add them to any blueprint you want!

Special thanks to Epic Dev Marc Audy for explaining this on the forums.

# Code

#pragma once #include "VictorySkelMeshComp.h" #include "VictoryMorpherComp.generated.h"   UCLASS(meta=(BlueprintSpawnableComponent)) class UVictoryMorpherComp : public UVictorySkelMeshComp { GENERATED_UCLASS_BODY()

# The Critical Addition

The only thing you have to do to expose your custom UObject components to Blueprints is add this!

meta=(BlueprintSpawnableComponent)

inside of UCLASS() !

# Picture

CustomComponents.jpg

Enjoy!

Rama (talk)

Retrieved from "https://wiki.unrealengine.com/index.php?title=Custom_UObject_Components,_How_to_Make_Accessible_to_Blueprints&oldid=5515"

Category: