[Mono-ue] Missing Actor properties when using a C# Actor

Michael Hutchinson m.j.hutchinson at gmail.com
Tue Nov 4 18:14:34 UTC 2014


Only the Editor-visible properties should how up AFAIK?

In you screenshot I can see Tags, bHidden, bCanBeDamaged, which are
all EditAnywhere UProperties:

https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AActor/index.html

On 4 November 2014 03:30, Eugene Tchoukhrov <ujen at vicogamestudio.com> wrote:
> I noticed that the basic Actor properties are not showing up when placing an
> Actor made in C#:
>
> http://i.imgur.com/QkzHP4o.png
>
>
>
> Here is the super basic code:
>
> // Fill out your copyright notice in the Description page of Project
> Settings.
> using System;
> using UnrealEngine.Runtime;
> using UnrealEngine.Engine;
>
>
> namespace MonoPluginTest1Mono
> {
>     [UClass]
>     public class SpinActor : Actor
>     {
>         // Constructor called when creating or loading an object
>         protected SpinActor(PostConstructInitializeProperties pcip)
>             : base(pcip)
>         {
>         }
>
>         // Constructor for hot-reloading. UProperties will already be
> initialized, but any purely managed fields or data
>         // will need to be set up
>         protected SpinActor(IntPtr nativeObject)
>             : base(nativeObject)
>         {
>
>         }
>
>         protected override void ReceiveTick (float deltaSeconds)
>         {
>             base.ReceiveTick (deltaSeconds);
>
>             AddActorLocalRotation(new Rotator(0, 5, 0));
>         }
>     }
> }
>
>
>
>
>
> Am I missing something?
>
>
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>



-- 
Michael Hutchinson ~ https://mhut.ch


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