When a component is added to an ActorComponent class, and the ActorComponent is then added as a component to another class, the first component appears in the blueprint hierarchy but its detail panel is completely empty.

Steps to Reproduce
  1. Open UE4 Editor
  2. Add classes to the project based on ActorComponent (MyActorComp) and Character (MyChar)
  3. Add the following to MyActorComp:
    • .h
       UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test)
        USpringArmComponent* Arm1;
    • .cpp (Inside constructor)
      Arm1 = CreateDefaultSubobject<USpringArmComponent>(TEXT("Arm1"));
  4. Add the following to MyChar:
    • .h
       UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test)
        UMyActorComp* ActorComp;
    • .cpp (Inside Constructor)
       ActorComp = CreateDefaultSubobject<UMyActorComp>(TEXT("ActorComp"));
  5. Compile code
  6. In the editor, create a blueprint based on MyChar

Arm1 will appear in the hierarchy but the details is empty when selected

Arm1 details to be available for editing when selected or Arm1 does not show up in hierarchy and is instead visible in the viewport/editable when selecting ActorComp in the hierarchy.

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ComponentGameplay - Blueprint
Affects Versions4.12.4
CreatedJul 5, 2016
UpdatedJun 11, 2019