Blueprints might get into a corrupted state when they are inherited for a big number of times. Starting from a C++ class, if you then create a BlueprintClass from the C++ class, and keep creating new child classes from the created onces, the Blueprint might get corrupted. This corruption state makes some components details pannel not appear. Also, in this corruption state, changes on Parent Blueprint Properties do not reflect in child Blueprints. The user attached a repro project where the issue can be seen easily.
*Repro project already attached to the case, where the issue is already present*
1- Create a C++ class, inheriting from ACharacter for example.
2- Create a Blueprint from the created C++
3- Keep creating Blueprint classes that inherits from the previous Blueprint class.
4- Review the CharacterMovementComponent, and see if the details pannel appears correctly. If it does, keep repeating step 3 until you don't see displayed the details pannel.
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
What is the difference between Camera and CineCamera?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-215265 in the post.
3 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 5.4, 5.3 |
Target Fix | 5.6 |
Created | May 17, 2024 |
---|---|
Updated | Oct 1, 2024 |