Description

Assigning a Parent Socket of a component in a child bp also changes that socket for all children and the parent, then resets to the parent default on restart

Description:

Yesterday i noticed that my Collision box is not working as intended with using the socket of the Skeleton they are child of.

I have a Base AI Class with a Box Collision for the Damage zone (weapon damage for example).

And i have 2 childs, both using different skeletal Meshs. If i now set the socket name the collision box should follow in the first child, it overwrites the socket name in the second one and over way round.

Steps to Reproduce

1. Open the attached test project
2. Open the blueprints: 'BP_CharacterTest01' / 'BP_CharacterTest01_Child' / 'BP_CharacterTest01_Child2'
3. In the Child2 bp, select the Box component
4. In the Details panel > Sockets > Parent Socket > Choose 'b_SPR_LLeg4'
5. Compile and save
6. Look at that setting in the other 2 bps

Results 1: All bps will now be set to 'b_SPR_LLeg4'

7. Close the project and reopen it
8. Reopen all of the bps and look at the Parent Socket setting again

Results 2: All values will be reset back to the original parent setting which is: 'b_MF_Weapon_R_Socket'

Expected: For the child to maintain the Parent Socket value that was set or to have that option grayed out if it is not intended

(Note: Sometimes changing this setting in Child2 will set Child1 to the same socket/bone. This only has about a 1 in 10 repro case)

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

0
Login to Vote

Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.9.14.9.2
Target Fix4.11
Fix Commit2827072
Main Commit2839850
Release Commit2827072
CreatedSep 28, 2015
ResolvedJan 13, 2016
UpdatedApr 27, 2018