When a mesh is declared in a custom component class and that component is added to an actor class, compiling a blueprint based on the actor class will cause the mesh set in the component to vanish in the editor.
Regression:
No - Behavior occurs in 4.14.3 Binary (CL 3249277)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = test) UStaticMeshComponent* ActorMesh; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = test) UMySceneComp* ChildScene;
ActorMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ActorMesh")); RootComponent = ActorMesh; ChildScene = CreateDefaultSubobject<UMySceneComponent>(TEXT("ChildScene")); ChildScene->SetupAttachment(ActorMesh);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test) UStaticMeshComponent* ChildMesh;
ChildMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Child")); ChildMesh->SetupAttachment(this);
Result:
Mesh set to Child will vanish from the viewport at compile
Expected:
Both meshes remain visible after compiling 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
Hey, why do i get this when i snap two similar meshes together?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How does TextureRenderTarget2D get TArray<uint8> type data?
How does UMG set overlapping layouts?
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Head over to the existing Questions & Answers thread and let us know what's up.
9 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.15.1 |
Created | Mar 29, 2017 |
---|---|
Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |