If an inherited component that uses the EditAnywhere specifier has the component type drop down set to None, the component's details can no longer be edited in the Details tab after the Blueprint is compiled.

Steps to Reproduce
  1. Create a new Basic Code project.
  2. Add a new Actor code class to the project.
  3. Add a new EditAnywhere UPROPERTY to the new Actor class, and create a default subobject for it. eg:
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TestCat)
    USceneComponent* TheTestComponent;
  4. Build the project in Visual Studio.
  5. Create a new Blueprint that derives from the Actor class.
  6. Select the inherited component from step 3.
  7. Open the drop down menu for the component in the Details panel.
  8. Select None.
  9. Compile the Blueprint.
  10. Select the inherited component from step 3.

It is no longer possible to make any edits to the component.

It is still possible to select the desired component.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-56497 in the post.

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ComponentUE - Gameplay - Blueprint Editor
Affects Versions4.
CreatedMar 26, 2018
ResolvedMar 26, 2018
UpdatedApr 27, 2018