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</o:shapelayout></xml><![endif]--></head><body lang=DE link="#0563C1" vlink="#954F72"><div class=WordSection1><p class=MsoNormal><span lang=EN-US>Hey guys,<br><br>maybe this question is stupid but the actor I created doesn’t show up in UE4. Not in the content browser and not in scene outliner.<br>Maybe there is a problem with my code. I changed the get-started project because there seem to be some issues. Anybody else got this problem?<o:p></o:p></span></p><p class=MsoNormal><span lang=EN-US><o:p> </o:p></span></p><p class=MsoNormal><!--[if gte vml 1]><v:shapetype id="_x0000_t75" coordsize="21600,21600" o:spt="75" o:preferrelative="t" path="m@4@5l@4@11@9@11@9@5xe" filled="f" stroked="f">
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</v:shapetype><v:shape id="_x0000_s1026" type="#_x0000_t75" alt="using System; using UnrealEngine.Runtime; using UnrealEngine.Engine; namespace MonoProject1Mono {     public class MyCharacter : Character     {         [UProperty]         public Subobject<StaticMeshComponent> MeshComponent { get; set; }         [UProperty]         public float RotationRate { get; set; }         [UProperty]         public bool RotateClockwise { get; set; }         [UProperty]         public float Velocity { get; set; }         // Constructor called when creating or loading an object         protected MyCharacter(PostConstructInitializeProperties pcip)             : base(pcip)         {             MeshComponent = pcip.CreateDefaultSubobject<StaticMeshComponent>("StaticMeshComponent0");             SetRootComponent(MeshComponent);             RotateClockwise = true;             RotationRate = 20.0f;         }         // Constructor for hot-reloading. UProperties will already be initialized, but any purely managed fields or data         // will need to be set up         protected MyCharacter(IntPtr nativeObject)             : base(nativeObject)         {         }                      protected override void ReceiveTick(float DeltaSeconds)         {   //Some code          } } } " style='position:absolute;margin-left:9.6pt;margin-top:6pt;width:1061.25pt;height:663pt;z-index:251659264;visibility:visible;mso-width-percent:0;mso-height-percent:0;mso-wrap-distance-left:9pt;mso-wrap-distance-top:0;mso-wrap-distance-right:9pt;mso-wrap-distance-bottom:0;mso-position-horizontal:absolute;mso-position-horizontal-relative:text;mso-position-vertical:absolute;mso-position-vertical-relative:text;mso-width-percent:0;mso-height-percent:0;mso-width-relative:margin;mso-height-relative:margin'>
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</v:shape><![endif]--><![if !vml]><span style='mso-ignore:vglayout'><table cellpadding=0 cellspacing=0 align=left><tr><td width=22 height=44></td></tr><tr><td></td><td><img width=1769 height=1105 src="cid:image003.png@01CFF617.0E687080" alt="using System; using UnrealEngine.Runtime; using UnrealEngine.Engine; namespace MonoProject1Mono {     public class MyCharacter : Character     {         [UProperty]         public Subobject<StaticMeshComponent> MeshComponent { get; set; }         [UProperty]         public float RotationRate { get; set; }         [UProperty]         public bool RotateClockwise { get; set; }         [UProperty]         public float Velocity { get; set; }         // Constructor called when creating or loading an object         protected MyCharacter(PostConstructInitializeProperties pcip)             : base(pcip)         {             MeshComponent = pcip.CreateDefaultSubobject<StaticMeshComponent>("StaticMeshComponent0");             SetRootComponent(MeshComponent);             RotateClockwise = true;             RotationRate = 20.0f;         }         // Constructor for hot-reloading. UProperties will already be initialized, but any purely managed fields or data         // will need to be set up         protected MyCharacter(IntPtr nativeObject)             : base(nativeObject)         {         }                      protected override void ReceiveTick(float DeltaSeconds)         {   //Some code           } } } " v:shapes="_x0000_s1026"></td></tr></table></span><![endif]><span lang=EN-US><o:p> </o:p></span></p></div></body></html>