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.
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)
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.9.1, 4.9.2 |
Target Fix | 4.11 |
Created | Sep 28, 2015 |
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Resolved | Jan 13, 2016 |
Updated | Apr 27, 2018 |