Description

Creating a code component class and marking the UCLASS() macro with meta=(BlueprintSpawnableComponent) does not allow the component to be used inside blueprints.

Workaround:
Adding ClassGroup=( [GroupName]) will make the component show up under the given group name.

Steps to Reproduce

1. Open UE4Editor (any 4.7 project)
2. Add code to project based on StaticMeshComponent (NewMeshComponent)
3. In Visual Studio add meta=(BlueprintSpawnableComponent) to the UClass() macro
4. Compile
5. Create new blueprint based on Actor and open it
6. In the Viewport tab, click on Add Component to open the component list
7. Search for NewMesh

Have Comments or More Details?

Head over to the existingAnswerHub thread and let us know what's up.

0
Login to Vote

Fixed
ComponentGameplay - Blueprint
Affects Versions4.7.2
Target Fix4.8
Fix Commit2484955
CreatedMar 5, 2015
ResolvedMar 19, 2015
UpdatedApr 27, 2018