Spawning a child of a child blueprint in a blueprint macro library forces the child blueprint into opening as a data only blueprint without the option to open the Event Graph.

Regression? (Yes), issue (does not) occur on 4.10.4

Steps to Reproduce
  1. Open Editor (any project)
  2. Create new blueprint (name "a")
  3. Create child based off of "a" (name "b")
  4. Create child based off of "b" (name "c")
  5. In "b", add a scene component, compile
  6. Create new blueprint macro library
  7. In new macro library>macro set input/output (exec pins)
  8. add in a spawn actor from class "c", set transform to a make transform. Plug this into the input and output exec pins.
  9. Call this macro on an event begin play within the level blueprint
  10. compile, save
  11. close and reopen the editor
  12. open "c"


C opens as a data only blueprint. No option exists to access the event graph.


c opens to data only blueprint with information at top of screen:

"NOTE: This is a data only blueprint, so only the default values are shown. It does not have any script or variables. If you want to add some, Open Full Blueprint Editor"

In this note "Open Full Blueprint Editor" acts as a link to the Event Graph

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ComponentUE - Gameplay - Blueprint
Affects Versions4.11.1
Target Fix4.12
Fix Commit2909292
Main Commit2909292
CreatedApr 11, 2016
ResolvedApr 13, 2016
UpdatedApr 27, 2018
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