Description

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

Steps to Reproduce
  1. Write code for a UActor (or derived from) that has some component that is edit anywhere
  2. Place new actor in any level (Note: we made a base blueprint first, but I don't think that matters)
  3. Make changes to this instance (Turns out the local change isn't necessary)
  4. Save the level
  5. Close the editor
  6. Remove the component from the code for our new actor
  7. Reopen the editor and our saved level
  8. Notice - the component is still present on the instance in level and marked as inherited
Callstack
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

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Fixed
ComponentUE - Gameplay
Affects Versions4.11
Target Fix4.14
Fix Commit3088105
Main Commit2926677
CreatedMar 14, 2016
ResolvedAug 12, 2016
UpdatedApr 28, 2023