Description

UObjectProperty properties within a UActorComponent class aren't exposed for editing in the Details panel when choosing to edit native component defaults in the BP editor.

Steps to Reproduce

1. Create a new (blank) C++ project.
2. Add a new C++ class based on AIController (MyAIController).
3. Modify MyAIController.h to include the following changes to the UClass declaration:

UCLASS(BlueprintType)
class UE_34847_API AMyAIController : public AAIController
{
	GENERATED_BODY()
	
	AMyAIController(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
};

4. Modify MyAIController.cpp to include the additional constructor code:

#include "Perception/AIPerceptionComponent.h"

AMyAIController::AMyAIController(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	CreateDefaultSubobject<UAIPerceptionComponent>(UAIPerceptionComponent::StaticClass()->GetFName());
}

5. Compile the C++ project and either relaunch the UE4 editor or allow hot reload to pull in the updated C++ code.
6. Create a new Blueprint class based on MyAIController and open it in the Blueprint editor.
7. Select the PerceptionComponent (inherited) and refer to the Details tab.
8. Add a new AISenseConfig_Sight object to the SensesConfig array property and expand the new entry for editing.
9. Notice that the DetectionByAffiliation property cannot be edited.
10. Add a new AIPerceptionComponent to the Blueprint, select it and refer to the Details tab.
11. Add a new AISenseConfig_Sight object to the SensesConfig array property and expand the new entry for editing.
12. Notice that the DetectionByAffiliation property can be edited.

Expected result: The DetectionByAffiliation property can be edited regardless of whether or not the component is inherited from the native C++ parent class.

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Won't Fix
ComponentUE - Gameplay - Blueprint
Affects Versions4.12
CreatedAug 17, 2016
ResolvedAug 18, 2021
UpdatedAug 18, 2021