SOLVED XD
Looking for a quick simple solution for this problem i'm having. I want to attach a skeletal mesh via a Custom class i made called ArtifactWheel. Here is the Code for my Custom Actor class starting with the header. I tried to use both AttachtoComponent and SetupAttachment () Functions in the constructor of my Characterbase.cpp but neither seem to display in the Unreal Editor. Can someone please tell me what i am doing wrong? or how i can fix this? or how to attach a custom actor class to my character as a component?
I appreciate all the help i can get, Thankyou for your time.
ArtifactWheel.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ArtifactWheel.generated.h"
UCLASS()
class ALLEGORY_API AArtifactWheel : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AArtifactWheel();
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = ArtifactWheel)
class USkeletalMeshComponent* ArtifactWheelComp;
};
ArtifactWheel.cpp
#include "ArtifactWheel.h"
#include "Components/SkeletalMeshComponent.h"
// Sets default values
AArtifactWheel::AArtifactWheel()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
ArtifactWheelComp = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("ArtifactWheel"));
RootComponent = ArtifactWheelComp;
}
// Called when the game starts or when spawned
void AArtifactWheel::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AArtifactWheel::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
Now My Character class Constructor code.
ACharacterBase::ACharacterBase()
{
ArtifactWheel = CreateDefaultSubobject<AArtifactWheel>(TEXT("ArtifactWheel"));
ArtifactWheel->AttachToComponent(RootComponent, FAttachmentTransformRules::SnapToTargetNotIncludingScale, ArmAttachPoint);
}