Edit: Please investigate for not only root component changes, but native component hierarchy changes in general and whether those hierarchy changes apply to actor instances saved as part of maps.
Original:
When introducing a different root component in C++, map placed actor instances that were already saved do not have a correct component hierarchy. The repro steps describe a simple scenario where a new root component is introduced above the previous one.
I attached a repro project in which a map was saved with an already placed actor, and afterward the C++ constructor was updated to introduce a new root component. The map placed actors don't have a correct hierarchy, while new ones do.
Also see related UDN of user reporting the problem.
I attached a project in which the repro steps have been completed up to the last steps. I recommend starting from that project.
Steps to repro in UE 5.1.0+:
Expected:
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Why does the system plugin 'UnrealBuildTool' error could not be found when the project is compiled?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How to achieve HLSL Multiple Render Target in Material blueprints?
FBXモデルをインポートした際透けた状態でインポートされてしまいます。
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-173351 in the post.
6 |
Component | UE - Gameplay |
---|---|
Affects Versions | 5.1 |
Target Fix | 5.3 |
Created | Jan 4, 2023 |
---|---|
Resolved | Feb 24, 2023 |
Updated | Apr 29, 2023 |