Developer Notes

Post process settings are heavily customized and because of how many categories and properties there are, they are not intended to be directly placed in a category and show up there

Description

When a variable of FPostProcessSettings is created, the variable itself is missing in editor with the actual post process settings fully expanded instead. Additionally, the fully expanded settings are not in the category the variable was assigned in code

Attached screenshot is what is seen in editor rather than the created variable.

Regression:
No - same behavior occurs in 4.16.3 (CL 3561208)

Steps to Reproduce
  1. Open UE4 Editor (any project)
  2. Add code based on Actor (MyActor)
  3. Add the following include statement to MyActor.h above MyActor.generated.h:
    #include "Runtime/Engine/Classes/Engine/Scene.h"
    
  4. Add the following to the class declaration:
    UPROPERTY(Category = "stuf", EditAnywhere, BlueprintReadWrite)
    	FPostProcessSettings RandomPostProcess;
    
  5. Compile
  6. Create blueprint based on MyActor (MyActorBP)

Result:
RandomPostProcess variable is missing from "Stuf" category and the post process settings are expanded out in the MyActorBP details panel

Expected:
RandomPostProcess variable is visible with post process settings displayed beneath it

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-49345 in the post.

2
Login to Vote

Won't Fix
ComponentTools
Affects Versions4.16.34.17.1
CreatedSep 6, 2017
ResolvedSep 6, 2017
UpdatedApr 27, 2018