PostLoad function is not called for blueprint components added through code.
Regression: Yes
In 4.12.5 (CL 3039270) code components do have PostLoad called if other components are not added through the editor
in 4.13.2 (CL 3172292) code components do not have PostLoad called in any circumstance.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test) UStaticMeshComponent* MyMesh;
MyMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MyMesh"));
RootComponent = MyMesh;
Result:
In 4.12, opening Positive will trigger breakpoint but opening Negative does not. In 4.13 and 4.14, nether Positive nor Negative trigger breakpoint
Expected:
PostLoad is called for all components regardless of the other components in a blueprint.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
How does UMG set overlapping layouts?
How to achieve HLSL Multiple Render Target in Material blueprints?
How does TextureRenderTarget2D get TArray<uint8> type data?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-38234 in the post.
0 |
Component | UE - Gameplay - Components |
---|---|
Affects Versions | 4.12.5, 4.13.2, 4.14 |
Target Fix | 4.17 |
Fix Commit | 3396712 |
---|---|
Main Commit | 3431398 |
Created | Nov 3, 2016 |
---|---|
Resolved | Apr 17, 2017 |
Updated | May 12, 2017 |