I create a SpineCharacterClass and then create a bpclass, when I compile the bp twice, just crash
Here is the code
UCLASS()
class SPINEPLUGIN_API ASpineCharacter : public ACharacter
{
GENERATED_UCLASS_BODY()
public:
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
private:
UPROPERTY(Category = Character, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
TObjectPtr<USpineSkeletonAnimationComponent> SkeletonAnimation;
UPROPERTY(Category = Character, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
TObjectPtr<USpineSkeletonRendererComponent> SkeletonRenderer;
};`
`ASpineCharacter::ASpineCharacter(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer.DoNotCreateDefaultSubobject(ACharacter::MeshComponentName))
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
SkeletonAnimation = CreateDefaultSubobject<USpineSkeletonAnimationComponent>(TEXT("SkeletonAnimation"));
SkeletonRenderer = CreateDefaultSubobject<USpineSkeletonRendererComponent>(TEXT("SkeletonRenderer"));
}