Developer Notes

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.

Description

Replacing a StaticMesh actor with a C++ class that extends AStaticMesh changes the selected static mesh asset. But making a blueprint of that static mesh and replacing using that instead doesn't change the selected static mesh asset.

Both options should keep the originally selected static mesh.

Also making a C++ class that extends ASkeletalMesh does not exhibit this issue.

Mentioned in this thread:
https://udn.unrealengine.com/questions/291980/static-mesh-%E3%82%92-viewport-%E3%81%B8%E7%9B%B4%E6%8E%A5%E3%83%88%E3%83%AD%E3%83%83%E3%83%95%E3%81%97%E3%81%9F%E5%A0%B4%E5%90%88%E3%81%AB%E9%85%8D%E7%BD%AE%E3%81%95%E3%82%8C%E3%82%8B-actor-%E3%82%92%E5%A4%89%E6%9B%B4.html

Steps to Reproduce
  1. Create a class that extends from AStaticMeshActor from the File > New C++ Class mesu
  2. Place a static mesh in your level by dragging it from the content browser
  3. Right click and replace the actor using the Replace option described in Placing Actors Using the Context Menu
  4. Notice that the static mesh you selected changes
  5. Now create a blueprint based on the C++ class you created
  6. Place another static mesh in your level by dragging it from the content browser
  7. Using the same replace method, replace the new Static Mesh Actor with your new blueprint of the C++ class you made
    #Notice this time things work as expected

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-30723 in the post.

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Won't Fix
ComponentTools
Affects Versions4.114.12
CreatedMay 13, 2016
ResolvedFeb 14, 2017
UpdatedApr 27, 2018