When spawning a pawn that has a PawnMovementComponent attached and destroying the pawn, if a pawn with the same name is re-created it will be missing the PawnMovementComponent.
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "OurPawn") class UMyPawnMovementComponent* MyPawnMovementComponent;
// Initialized in AOurPawn constructor: MyPawnMovementComponent = CreateDefaultSubobject<UMyPawnMovementComponent>(TEXT("MyPawnMovementComponent"));
void SpawnDummy(); void RemoveDummy(); AMyPawn* TempActor;
InputComponent->BindAction("Spawning", IE_Pressed, this, &AMyProject7Character::SpawnDummy); InputComponent->BindAction("Removing", IE_Pressed, this, &AMyProject7Character::RemoveDummy);
void AMyProject7Character::SpawnDummy()
{
	FActorSpawnParameters SpawnParams;
	SpawnParams.Name = "Pawn123";
	SpawnParams.Owner = this;
	FVector SpawnLocation;
	FRotator SpawnRotation;
	SpawnLocation.X = GetActorLocation().X;
	SpawnLocation.Y = GetActorLocation().Y;
	SpawnLocation.Z = GetActorLocation().Z;
	SpawnRotation.Pitch = GetActorRotation().Pitch;
	SpawnRotation.Roll = GetActorRotation().Roll;
	SpawnRotation.Yaw = GetActorRotation().Yaw;
	TempActor = GetWorld()->SpawnActor<AMyPawn>(AMyPawn::StaticClass(), SpawnLocation, SpawnRotation, SpawnParams);
	
}
void AMyProject7Character::RemoveDummy()
{
	TempActor->Destroy();
}
pressing Shift+F1 and selecting MyPawn in the world outliner will show the movement component in the details window
Result:
When Spawning is called the second time, the pawn is created but is missing the PawnMovementComponent
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-23291 in the post.
| 0 | 
| Component | UE - Foundation - Core | 
|---|---|
| Affects Versions | 4.9.2, 4.10 | 
| Target Fix | 4.17 | 
| Created | Nov 12, 2015 | 
|---|---|
| Resolved | Jul 10, 2017 | 
| Updated | Aug 10, 2017 |