Undoing a child actor's component transform in its Blueprint editor isn't reflected in child actor instances in the level editor. Subsequent transforms are also not propagated after the undo breaks the link. The only way to restore the correct transforms is to delete the instance or clear the child actor class in the parent Blueprint and reset it. 

Steps to Reproduce
  • Create 2 Blueprints B_Parent and B_Child
  • Add a static mesh component to B_Child
  • Add a child actor component to B_Parent and set its template class to B_Child
  • Drag an instance of B_Parent into the level
  • Move the static mesh component in the B_Child Blueprint and note the B_Parent instance's child actor is updated to match the edits in B_Child.
  • Compile and save B_Child
  • Undo the component translation(Ctrl+Z)
  • Note the undo action is not propagated to the Parent Blueprint or instance
  • Also note, any subsequent component transforms are not reflected in the Parent 

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ComponentUE - Gameplay - Blueprint Editor
Affects Versions5.3
Target Fix5.5
CreatedAug 17, 2023
UpdatedFeb 16, 2024
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