If re-define the macro USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING to 0, the component is editable in detail panel. But I'm sure it's not a good fix.

Steps to Reproduce
  1. Open any project in editor
  2. Create a Blueprint derived from SkeletalMeshComponent
  3. Create a Blueprint derived from Character
  4. Open the newly created Character Blueprint
  5. Choose skeletal mesh component and replace the "Component Class" with the newly created BP_SkeletalMeshComponent
  6. Restart the unreal editor, and open the newly created Character Blueprint

Result:  Detail panel of skeletal mesh component is empty, and log shows: 

PLACEHOLDER-CLASS_XXXX is not a legal override for component XXXXX

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ComponentUE - Gameplay - Blueprint Editor
Affects Versions5.0
Target Fix5.25.1
Fix Commit21921308
CreatedJun 19, 2022
ResolvedMar 20, 2023
UpdatedMar 21, 2023