Description

Blueprint CDO contains removed component from parent class. From the AnswerHub post:

"It appears that if a component is removed from the C++ class, the CDOs for all of the blueprints remain unchanged and still contain the component that was removed even though instances of the blueprint do not. If I manually recompile and save each of these blueprints, the CDO is successfully updated."

Not reproduced by Engine User Support.

UPDATE: Repro steps according to Mike B
"The way I was testing it, was with data only blueprints. So, 1) make a native C++ actor sub-class; 2) in code class's constructor add a couple components; 3) in the editor, make a blueprint that derives from that class; 4) save the blueprint and close the editor; 5) in the c++ class, remove the creation of one of the components; 6) relaunch editor; 7) open Blueprint, is old inherited component still there? (it shouldn't be)."

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.7.6
Target Fix4.8
Fix Commit2541732
Release Commit2542695
CreatedApr 28, 2015
ResolvedMay 7, 2015
UpdatedApr 27, 2018