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

When defining an FQuat variable in code, any name given to the variable will be replaced by the name "Rotation" in the editor.

Workaround:
Using FRotator instead of FQuat gives the correct variable names in the editor

Steps to Reproduce
  1. Open UE4 Editor (any project)
  2. Add code to project based on actor (My Actor)
  3. Add the following to MyActor.h
    UPROPERTY(Category = IK, VisibleAnywhere, BlueprintReadWrite)
    	FQuat Something;
    UPROPERTY(Category = IK, VisibleAnywhere, BlueprintReadWrite)
    	FQuat Completely;
    UPROPERTY(Category = IK, VisibleAnywhere, BlueprintReadWrite)
    	FQuat Random;
    
  4. Compile
  5. Create a blueprint based on MyActor

Result:
Variables in Details panel are named "Rotation"

Expected:
Names in details matches names given in code

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

0
Login to Vote

Won't Fix
ComponentTools
Affects Versions4.12.54.134.14
CreatedAug 11, 2016
ResolvedFeb 20, 2017
UpdatedApr 27, 2018