It looks like maybe CheckDefaultSubobjectsInternal() isn't set up to handle non-native (i.e. Blueprint) class types? As well as AActor::CheckActorComponents() perhaps?
1. Create a new (blank) project.
2. Modify DefaultEngine.ini with:
[Core.Log]
LogCheckSubobjects=Error
3. Launch the editor. Several errors should now appear of the form:
LogCheckComponents:Error: Component archetype is not the CDO nor a default subobject of my class.
Followed by an assertion in UObject::CheckDefaultSubobjectsInternal():
CompCheck(OtherReferencedSubobjects.Num() == 0);
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-30888 in the post.
3 |
Component | UE - Gameplay - Blueprint |
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Created | May 17, 2016 |
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Resolved | Feb 14, 2018 |
Updated | May 4, 2023 |