Wheel StaticMeshComponent Details tab not showing any property

Hello People!
I have the following issue after i compiled the SprungWheel class And open the SprungWheel_BP, than select the Wheel Component in the Details Tab there isn’t anything here screen shots. (UE version 4.20.2):
MassComponent Selected (in Details everything is shown):


WheelComponent Selected (Nothing shown in Details Tab):

SprungWheel.h:

// Copyright Psyke Ltd.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Engine/Classes/PhysicsEngine/PhysicsConstraintComponent.h"
#include "SprungWheel.generated.h"

UCLASS()
class BATTLETANK_API ASprungWheel : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ASprungWheel();

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

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

private:
	UPROPERTY(VisibleAnywhere, Category = "Components")
	UStaticMeshComponent* Wheel = nullptr;

	UPROPERTY(VisibleAnywhere, Category = "Components")
	UStaticMeshComponent* Mass = nullptr;

	UPROPERTY(VisibleAnywhere, Category = "Components")
	UPhysicsConstraintComponent* MassWheelConstraint = nullptr;
	
};

SprungWheel.cpp:

// Copyright Psyke Ltd.

#include "SprungWheel.h"
#include "Engine/StaticMesh.h"

// Sets default values
ASprungWheel::ASprungWheel()
{
 	// 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;
	
	MassWheelConstraint = CreateDefaultSubobject<UPhysicsConstraintComponent>(FName("MassWheelConstraint"));
	
	SetRootComponent(MassWheelConstraint);

	Mass = CreateDefaultSubobject<UStaticMeshComponent>(FName("Mass"));
	Mass->SetupAttachment(MassWheelConstraint);

	Wheel = CreateDefaultSubobject<UStaticMeshComponent>(FName("Wheel"));
	Wheel->SetupAttachment(MassWheelConstraint);

	MassWheelConstraint->SetConstrainedComponents(Mass, "Mass", Wheel, "Wheel");
}


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

}

I recreated the class and Blueprint and now it works fine. With the same implementation. Still don’t know what was the issue.

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