Adding the category "Actor Tick" to a UPROPERTY variable adds the variable to a new blueprint category rather than the existing Actor Tick category.

Steps to Reproduce
  1. Open UE4Editor (any project)
  2. Add code to project based on Actor (MyActor)
  3. Add the following to MyActor.h
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Actor Tick")
    	bool Choice;
  4. Compile
  5. Create and open blueprint based on MyActor

Two separate Actor Tick categories are shown in the details panel

New variable is added to the existing category rather than creating a new one.

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Won't Fix
ComponentUE - Gameplay - Blueprint
Affects Versions4.
CreatedNov 4, 2016
ResolvedAug 18, 2021
UpdatedAug 18, 2021