Creating a Blueprint out of existing Blueprints removes all assigned Static Meshes from components.
Reproduced in 4.8.3 binary, 4.9 Releases (//depot/UE4-Releases/4.9/Promotable-CL-2650750), and Main (//depot/UE4/Promotable-CL-2649225)
1. Open a new blank project with Starter Content
2. Select the Table mesh in the Minimal_Default level
3. Blueprints (in the menu bar) > Convert Selected Components to Blueprint Class
4. Name the new BP, "BPA"
5. Select the two Chair meshes in the level
6. Blueprints > Convert Selected Components to Blueprint Class > "BPB"
7. Drag BPB into BPA to create a Child Actor component
8. Select both BPA and BPB in the World Outliner
9. Blueprints > Convert Selected Components to Blueprint Class > "BPC"
Results:
All instances of BPA, BPB, and BPC in the level no longer have Static Meshes assigned to their Static Mesh components and appear to have disappeared from the level
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Installer 4.10 failed with error code R-1603
I can't open my map from the editor.
An error occurred while trying to generate project files !?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-19929 in the post.
0 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.8.3, 4.9, 4.10 |
Target Fix | 4.11 |
Created | Aug 11, 2015 |
---|---|
Resolved | Jan 18, 2016 |
Updated | Apr 27, 2018 |