If an ActorComponent contains a UObject property of a type that is DefaultToInstanced, any time a Blueprint of a class containing that ActorComponent is compiled the UObject value is reset to None.
The attached repro is for "Setting a UObject property to a DefaultToInstanced type in a custom ActorComponent is reset to None when a Blueprint containing that ActorComponent is compiled."
This is true via other repros as well, e.g., a EditInlineNew UObject properties in a UserWidget Blueprint are reset to None when the Blueprint is compiled (https://jira.it.epicgames.net/browse/UE-38276 has a repro for that, but I'm closing that one as a dupe of this one; use whichever repro project you prefer).
So it's not ActorComponent specific and it doesn't matter if it's via EditInlineNew or DefaultToInstanced.
RESULTS:
The Blueprint compiles and the My Object property is set back to None.
EXPECTED:
The Blueprint compiles and keeps the setting in the My Object property.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Head over to the existing Questions & Answers thread and let us know what's up.
23 |
Component | UE - Gameplay - Components |
---|---|
Affects Versions | 4.9.2, 4.11, 4.15 |
Target Fix | 4.27 |
Created | Oct 7, 2015 |
---|---|
Resolved | Jun 22, 2021 |
Updated | Jun 23, 2021 |