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

Michael Hutchinson m.j.hutchinson at gmail.com
Tue Nov 4 19:36:05 UTC 2014


I might be wrong here, but I think the Actor's transform comes from
the RootComponent, so if you haven't set a RootComponent you won't
have a transform.

- m

On 4 November 2014 14:16, Ali Scissons <ali.scissons at gmail.com> wrote:
> This might be an issue with your UE4.5 port, as it happened with me as well
> (I've also hacked it into 4.5). Though for some reason, it went away for me
> and I haven't seen it since. I might have inadvertently fixed it but I'm not
> sure.
>
> Ali Scissons
> (210) 310-5618
>
> On Tue, Nov 4, 2014 at 1:00 PM, Eugene Tchoukhrov <ujen at vicogamestudio.com>
> wrote:
>>
>> Yes, but the Transform properties are missing. Therefore it's impossible
>> to move the Actor around.
>>
>> -----Original Message-----
>> From: Michael Hutchinson [mailto:m.j.hutchinson at gmail.com]
>> Sent: Tuesday, November 4, 2014 10:15 AM
>> To: Eugene Tchoukhrov
>> Cc: mono-ue
>> Subject: Re: [Mono-ue] Missing Actor properties when using a C# Actor
>>
>> 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?
>> >
>> >
>> > _______________________________________________
>> > Mono-ue mailing list
>> > Mono-ue at lists.ximian.com
>> > http://lists.ximian.com/mailman/listinfo/mono-ue
>> >
>>
>>
>>
>> --
>> Michael Hutchinson ~ https://mhut.ch
>>
>> _______________________________________________
>> Mono-ue mailing list
>> Mono-ue at lists.ximian.com
>> http://lists.ximian.com/mailman/listinfo/mono-ue
>
>



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


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