After creating a component in code and placing an instance of the code class/blueprint into the level, the component will still show as inherited if the component is removed from code.
EDIT:
Included screenshots of actor placed before closing editor / removing component and after restart
MachineId:9FA88CA44B7C623122B0039D6C8BA1B0 EpicAccountId:67b2dfbf573f4ca89257ae6f4e56a46c Assertion failed: ParentNodePtr.IsValid() [File:D:\Dev-Stream\Engine\Source\Editor\Kismet\Private\SSCSEditor.cpp] [Line: 5289] UE4Editor_Core!FDebug::AssertFailed() [d:\dev-stream\engine\source\runtime\core\private\misc\outputdevice.cpp:430] UE4Editor_Kismet!SSCSEditor::AddTreeNodeFromComponent() [d:\dev-stream\engine\source\editor\kismet\private\sscseditor.cpp:5290] UE4Editor_Kismet!SSCSEditor::UpdateTree() [d:\dev-stream\engine\source\editor\kismet\private\sscseditor.cpp:4305] UE4Editor_LevelEditor!SActorDetails::SetObjects() [d:\dev-stream\engine\source\editor\leveleditor\private\sactordetails.cpp:220] UE4Editor_LevelEditor!SLevelEditor::OnActorSelectionChanged() [d:\dev-stream\engine\source\editor\leveleditor\private\sleveleditor.cpp:1475] UE4Editor_LevelEditor!TBaseSPMethodDelegateInstance<0,SLevelEditor,0,TTypeWrapper<void> __cdecl(TArray<UObject * __ptr64,FDefaultAllocator> const & __ptr64,bool)>::Execute() [d:\dev-stream\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321] UE4Editor_LevelEditor!TBaseSPMethodDelegateInstance<0,SLevelEditor,0,void __cdecl(TArray<UObject * __ptr64,FDefaultAllocator> const & __ptr64,bool)>::ExecuteIfSafe() [d:\dev-stream\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:428] UE4Editor_LevelEditor!TBaseMulticastDelegate<void,TArray<UObject * __ptr64,FDefaultAllocator> const & __ptr64,bool>::Broadcast() [d:\dev-stream\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:921] UE4Editor_UnrealEd!UUnrealEdEngine::UpdateFloatingPropertyWindowsFromActorList() [d:\dev-stream\engine\source\editor\unrealed\private\editorhook.cpp:92] UE4Editor_UnrealEd!UUnrealEdEngine::UpdateFloatingPropertyWindows() [d:\dev-stream\engine\source\editor\unrealed\private\editorhook.cpp:83] UE4Editor_UnrealEd!UUnrealEdEngine::NoteSelectionChange() [d:\dev-stream\engine\source\editor\unrealed\private\editorselectutils.cpp:403] UE4Editor_SceneOutliner!SceneOutliner::SSceneOutliner::OnOutlinerTreeSelectionChanged() [d:\dev-stream\engine\source\editor\sceneoutliner\private\ssceneoutliner.cpp:1841] UE4Editor_SceneOutliner!TBaseSPMethodDelegateInstance<0,SceneOutliner::SSceneOutliner,0,TTypeWrapper<void> __cdecl(TSharedPtr<SceneOutliner::ITreeItem,0>,enum ESelectInfo::Type)>::Execute() [d:\dev-stream\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321] UE4Editor_SceneOutliner!TBaseSPMethodDelegateInstance<0,SceneOutliner::SSceneOutliner,0,void __cdecl(TSharedPtr<SceneOutliner::ITreeItem,0>,enum ESelectInfo::Type)>::ExecuteIfSafe() [d:\dev-stream\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:428] UE4Editor_SceneOutliner!TBaseDelegate<void,TSharedPtr<SceneOutliner::ITreeItem,0>,enum ESelectInfo::Type>::ExecuteIfBound() [d:\dev-stream\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:608] UE4Editor_SceneOutliner!SListView<TSharedPtr<SceneOutliner::ITreeItem,0> >::Private_SignalSelectionChanged() [d:\dev-stream\engine\source\runtime\slate\public\widgets\views\slistview.h:609] UE4Editor_SceneOutliner!STableRow<TSharedPtr<SceneOutliner::ITreeItem,0> >::OnMouseButtonUp() [d:\dev-stream\engine\source\runtime\slate\public\widgets\views\stablerow.h:449] UE4Editor_SceneOutliner!SceneOutliner::SSceneOutlinerTreeRow::OnMouseButtonUp() [d:\dev-stream\engine\source\editor\sceneoutliner\private\soutlinertreeview.cpp:211] UE4Editor_Slate!<lambda_eb84048ca3e58ee7d150a6eb6e0cca98>::operator()() [d:\dev-stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4553] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_eb84048ca3e58ee7d150a6eb6e0cca98> >() [d:\dev-stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\dev-stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4542] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\dev-stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4968] UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\dev-stream\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4948] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\dev-stream\engine\source\runtime\core\private\windows\windowsapplication.cpp:1490] UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\dev-stream\engine\source\runtime\core\private\windows\windowsapplication.cpp:1807] UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\dev-stream\engine\source\runtime\core\private\windows\windowsapplication.cpp:752] UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\dev-stream\engine\source\runtime\core\private\windows\windowsapplication.cpp:674] user32 user32 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\dev-stream\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:904] UE4Editor!FEngineLoop::Tick() [d:\dev-stream\engine\source\runtime\launch\private\launchengineloop.cpp:2651] UE4Editor!GuardedMain() [d:\dev-stream\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\dev-stream\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\dev-stream\engine\source\runtime\launch\private\windows\launchwindows.cpp:200] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
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?
FBXモデルをインポートした際透けた状態でインポートされてしまいます。
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-28374 in the post.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.11 |
Target Fix | 4.14 |
Fix Commit | 3088105 |
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Main Commit | 2926677 |
Created | Mar 14, 2016 |
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Resolved | Aug 12, 2016 |
Updated | Apr 28, 2023 |