This happens because the BP_Actor variable type is Actor (not BP_ActorTest - which is the value). That is all the Spawn node has to go off of (a user could have changed the variable value to a different type of actor on the instance, or code in the construction script could have changed it, etc.). We cannot rely on the default value for the type.
The 'Expose on Spawn' inputs when calling the SpawnActor from Class node disappear if you promote the Actor Class to a variable.
You would think that as long as the promoted variable is referencing the same actor class, the 'Expose on Spawn' variables would remain exposed on the SpawnActor from Class node.
1. Open attached project.
2. Open the Level Blueprint.
3. Connect the 'BP Actor' class variable to the Class input on the SpawnActor node.
Outcome
The variables within the blueprint actor class which were marked as 'Expose on Spawn' are gone.
Expected
The variables remain as long as the blueprint actor class variable is referencing the correct blueprint class.
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.11.2, 4.12.5, 4.13 |
Created | Aug 10, 2016 |
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Resolved | Aug 10, 2016 |
Updated | Apr 27, 2018 |