When the code for a custom trigger volume is changed and a hot reload is preformed, the green bounds of the volume disappear and the volume can no longer be interacted with. The bounds do not reappear after restarting the project, causing the custom volume to be unusable and requires the instance of the volume to be replaced.

Workaround: Compiling with the project closed or switching to a level without the custom volume and then preforming the hot reload will allow the bounds to remain when the project/level is reloaded.

No - This behavior exists on 4.13.2 as well as 4.14.0

Steps to Reproduce
  1. Open UE4 Editor
  2. Add code to project based on Trigger Volume (MyVolume)
  3. Close / reopen the project
  4. In modes tab, type "My" to find "My Volume"
  5. Add instance of My Volume to the level
  6. In code, add the following to MyVolume.h
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test)
    	float num;
  7. Compile

The green bounds of My Volume instance in the level will disappear. Switching level / restarting the project do not

Hot reload is preformed and custom trigger volume bounds remains usable.

Have Comments or More Details?

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

Login to Vote

ComponentUE - Gameplay
Affects Versions4.13.24.14
Target Fix4.15
Fix Commit3214046
Main Commit3227721
CreatedNov 28, 2016
ResolvedNov 29, 2016
UpdatedApr 27, 2018