Description

Triggering an actor component recompilation resets all the variables to the default state on spawned actors in the level.
Users can unintentionally lose property settings on placed actors in a world if they trigger a blueprint compilation for components that are contained in the world. Users know that if they make modifications to parent component settings that it may have potential effects on child objects. However, in this issue users make changes that are unrelated or at least appear to be, and yet lose settings on instances / placed actors.

Steps to Reproduce

The licensee created a repro project, but in case that is not accessible, follow this initial setup:
1. Create a blank project
2. Create an Actor Component (test_component)
3. Add some public variables that we can later change once it is spawned in the scene
4. Add a Print String to Begin Play
5. Compile and save the Actor Component
6. Create a BP (test_actor)
7. Add the previous created component
8. Compile and save
9. Instantiate the actor in any scene
10. Selected the instantiated actor in the Outliner
11. Select the created actor component in that actor on the Details panel
12. Change the public variables
13. Save the level (repro)

To cause the issue:
1. Repro.umap should open with the editor, but if not, open /Content/repro.umap
2. Select repro:test_actor in the world outliner
3. Select repro:test_actor.test_component within the details panel and observe the values of its properties and that they all override the parent values
4. Open blueprint /Content/test_component.uasset with the BP editor
5. Delete the 'PrintString' node within test_component's event graph
6. Compile test_component
7. Observe that the instance values of repro:test_actor.test_component have erased / reset to match those of Content/test_actor.test_component

Have Comments or More Details?

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Unresolved
ComponentUE - Gameplay - Blueprint
Affects Versions5.4.3
Target Fix5.5
CreatedAug 21, 2024
UpdatedSep 6, 2024
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