If a blueprint has its root component set in code, adding that blueprint as the child actor component of a second blueprint will cause the first to become dirty anytime the second is opened or edited. This does not occur if the root component is not defined in code.
Regression:
Yes - first blueprint does not become dirty in 4.14 Binary (CL 3249277)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = test) UStaticMeshComponent* Meshy;
Meshy = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Meshy"));
RootComponent = Meshy;
Result:
MyActorBP becomes dirty
Expected:
Editing one blueprint does not dirty another that is not a child.
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.15.1 |
Target Fix | 4.16 |
Fix Commit | 3372764 |
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Main Commit | 3380073 |
Created | Mar 31, 2017 |
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Resolved | Mar 31, 2017 |
Updated | Apr 27, 2018 |