Attaching components not working

Hi was following up this course but attaching UStaticMeshComponent isn’t work… after attaching the Capsule Collider nothing else is attached.

Here is my BasePawncpp class

#include "BasePawn.h"
#include "Components/CapsuleComponent.h"
#include "Components/StaticMeshComponent.h"

// Sets default values
ABasePawn::ABasePawn()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	capsuleComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule Collider"));
	RootComponent = capsuleComponent;

	//From here not working
	baseMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Base Mesh"));
	baseMesh->SetupAttachment(capsuleComponent);

	turretMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Turret Mesh"));
	turretMesh->SetupAttachment(baseMesh);

	projectileSpawnPoint = CreateDefaultSubobject<USceneComponent>(TEXT("Projectile Spawn Point"));
	projectileSpawnPoint->SetupAttachment(turretMesh);
}

// Called when the game starts or when spawned
void ABasePawn::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void ABasePawn::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

// Called to bind functionality to input
void ABasePawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

}

And here is my BasePawn.h class

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "BasePawn.generated.h"

UCLASS()
class TOONTANKS_API ABasePawn : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	ABasePawn();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

private:

	UPROPERTY()
		class UCapsuleComponent* capsuleComponent;

	UPROPERTY()
		UStaticMeshComponent* baseMesh;

	UPROPERTY()
		UStaticMeshComponent* turretMesh;

	UPROPERTY()
		USceneComponent* projectileSpawnPoint;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

};

I tried many ways, close, build, close, rebuild… nothing works, the result is a pawn with just the capsule collider

Any idea about what’s going on?

Thanks in advance

Did you also try creating a new blueprint?

No, I didn’t… because there isn’t blueprint… it’s just a class

It’s the step 7 on this course

Ok DanM, shame on me… yes, you was right, I need to create a BP from this base class.

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