Description

When an actor has a blueprintable struct that contains a reference to an actor component and that component is created default in the actor's constructor, the struct and the component will be uneditable in the full BP editor. Both instanced actors in level and the data-only BP editor are unaffected.

 

Steps to Reproduce

1. Create a struct with USTRUCT(BlueprintType, Blueprintable)
2. Add to the struct the following:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="UDNReport")
USpotLightComponent *Spotty;
3. Create a child class of ACharacter (or any other actor, really)
4. Add to the character header the following with protected visibility:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="UDNReport")
FTestStruct MemberStruct;
5. Add in the character constructor the following:
MemberStruct.Spotty = CreateDefaultSubobject<USpotLightComponent>(TEXT("StructLight"));
MemberStruct.Spotty->SetupAttachment(RootComponent);
6. Launch Editor
7. Open Data-Only BP editor
7.1. The light should be accessible, settings can be changed
7.2. Open the full editor. Now the light will appear in the hierarchy but will be uneditable. Class Defaults also now has the struct uneditable too.
7.3. Place the actor in a world, and the settings should be editable on the instance.

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Backlogged
ComponentUE - Gameplay - Blueprint Editor
Affects Versions5.3.2
CreatedJan 24, 2024
UpdatedFeb 13, 2024
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