When using the Reparent Blueprint node in an Editor Utility Blueprint, e.g. an Asset Action Utility, compilation errors will occur if you try to reparent a blueprint with a native parent class to a blueprint parent class.
Notably, this node is able to reparent from native parent class to native parent class, and from blueprint parent class to blueprint parent class, just not from native to blueprint. It is also notable that changing the blueprints parent class from a native class to a blueprint class in the Class Settings panel in the Editor works as expected.
The following compilation errors are thrown when attempting to follow the steps to reproduce:
LogBlueprint: Error: [AssetLog] C:\Users\Hayden\Perforce\UDN_5_2\Content\BlutilityReparent\BP_ChildActor.uasset: [Compiler] Internal Compiler Error: Tried to create a property DefaultSceneRoot in scope SKEL_BP_ChildActor_C, but another object (ObjectProperty /Game/BlutilityReparent/BP_ParentActorOne.SKEL_BP_ParentActorOne_C:DefaultSceneRoot) already exists there.
LogBlueprint: Error: [AssetLog] C:\Users\Hayden\Perforce\UDN_5_2\Content\BlutilityReparent\BP_ChildActor.uasset: [Compiler] Internal Compiler Error: Tried to create a property DefaultSceneRoot in scope SKEL_BP_ChildActor_C, but another object (ObjectProperty /Game/BlutilityReparent/BP_ParentActorOne.SKEL_BP_ParentActorOne_C:DefaultSceneRoot) already exists there.
LogBlueprint: Error: [AssetLog] C:\Users\Hayden\Perforce\UDN_5_2\Content\BlutilityReparent\BP_ChildActor.uasset: [Compiler] Internal Compiler Error: Tried to create a property DefaultSceneRoot in scope BP_ChildActor_C, but another object (ObjectProperty /Game/BlutilityReparent/BP_ParentActorOne.BP_ParentActorOne_C:DefaultSceneRoot) already exists there.
LogBlueprint: Error: [AssetLog] C:\Users\Hayden\Perforce\UDN_5_2\Content\BlutilityReparent\BP_ChildActor.uasset: [Compiler] Internal Compiler Error: Tried to create a property DefaultSceneRoot in scope SKEL_BP_ChildActor_C, but another object (ObjectProperty /Game/BlutilityReparent/BP_ParentActorOne.SKEL_BP_ParentActorOne_C:DefaultSceneRoot) already exists there.
LogBlueprint: Error: [AssetLog] C:\Users\Hayden\Perforce\UDN_5_2\Content\BlutilityReparent\BP_ChildActor.uasset: [Compiler] Internal Compiler Error: Tried to create a property DefaultSceneRoot in scope BP_ChildActor_C, but another object (ObjectProperty /Game/BlutilityReparent/BP_ParentActorOne.BP_ParentActorOne_C:DefaultSceneRoot) already exists there.
Status update on UE-21075 and UE-20622?
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
Teleporter in the Creative Hub is Locked and cannot be accessed
What method is used to fill polygonal regions when drawing spline mesh at run time?
What properties of the progress bar can be used for drag and drop highlighting?
What property of the Slider is the image used when dragging?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-210199 in the post.
0 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 5.3.2 |
Target Fix | 5.5 |
Fix Commit | 32560720 |
---|---|
Main Commit | 32565512 |
Created | Mar 20, 2024 |
---|---|
Resolved | Mar 27, 2024 |
Updated | May 24, 2024 |