When a UPROPERTY() macro is changed and the recompiled, the hot reload in the editor will cause any BP based on the class to lose certain aspects of the Detail panel such as the actor's transform.
This seems to be the root cause of [Link Removed].
1. Open UE4 Editor (any project)
2. Add code to project based on actor (NewClass)
3. Add instance of NewClass to the scene
4. Add Cone static mesh component in the details panel (This will cause the Transform to appear for NewClass(Instance) and the Cone mesh)
5. In VS add the following to the header file:
UPROPERTY(EditAnywhere, Category = Stuff) int32 TotalDamage;
6. With the NewClass(Instance) selected, compile in the editor
Result:
Transform is no longer available when the NewClass(Instance) is selected (it does shows up if the static mesh component is selected)
Head over to the existing Questions & Answers thread and let us know what's up.