Description

Some information is not retained when compiling an actor if the information was changed via a blutility event.

Additional info.

Adding a static mesh component to an actor will not be retained on compile. However moving an existing static mesh component with a blutility event will be retained on compile (meaning that if a blutility event is used to move an actor 500 units along the z axis this information will remain after compiling the blueprint)

Steps to Reproduce
  1. Open the editor
  2. Create a new actor blueprint
  3. Create the blueprint in the attached image
  4. Set "Call in Editor" to true
  5. Place the actor in the level
  6. Run the Custom event
  7. Drag the actor across the level

Result: The static mesh is removed
Expected: The static mesh would remain after being added via the Blutility event

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-54083 in the post.

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Non-Issue
ComponentGameplay - Blueprint
Affects Versions4.18.2
CreatedJan 16, 2018
ResolvedJan 22, 2018
UpdatedJun 23, 2018