Looks like maybe the PropertyView stuff doesn't like it when the subobject name matches the parent's object property name? In this case the CDO is the object that will be selected to the PropertyView, and we populate the SelectedObjectProperties array to whitelist both the RootComponent property and the editable UActorComponent properties.
Also note, this doesn't occur in IWCE, so it's probably specific to SKismetInspector (BP editor's details panel).
1. Create a new C++ project.
2. Create a C++ actor class, add new component like below:
MyActor.h UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "Component") USkeletalMeshComponent* Body; MyActor.cpp / in constructor Body = CreateDefaultSubobject< USkeletalMeshComponent >(TEXT("RootComponent")); SetRootComponent(Body);
3. Build and create a blueprint class inheriting the class.
4. Double click to open, select the component 'RootComponent' and note that the details panel is empty.
Expected result: Details can be edited (i.e. details panel is not empty).
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-35232 in the post.
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Component | UE - Gameplay - Components |
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Created | Aug 26, 2016 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |