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

Eugene Tchoukhrov ujen at vicogamestudio.com
Tue Nov 4 21:24:22 UTC 2014


You are absolutely right! In BPs we get a temp DefaultSceneComponent but here we must manually set the RootComponent.

Definitely something that could be improved by checking if the RootComponent is null and setting it to the DefaultSceneComponent to avoid confusion.

-----Original Message-----
From: Michael Hutchinson [mailto:m.j.hutchinson at gmail.com] 
Sent: Tuesday, November 4, 2014 11:36 AM
To: Ali Scissons
Cc: Eugene Tchoukhrov; mono-ue
Subject: Re: [Mono-ue] Missing Actor properties when using a C# Actor

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/GameFrame
>> work/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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