Description

A set of objects which can be instantiated Inline in the Editor that contain an array of References to their children that have nested Blueprint objects inheriting from a Native Base Class can cause references to an object using a cast to its owner to be lost after the editor is restarted.

Steps to Reproduce
  1. Download that attached project
  2. Open the project
  3. Open "BP_ActorWithNodeManagerComp"
  4. Select the "NodeManager" component
  5. In the Details panel, expand Nodes > element 0 > EditInline > Nodes.
  6. In the nested Nodes Array, set element 2 to "Node Implemented".
  7. Compile and Save all
  8. Close the editor
  9. Open the editor
  10. Open "BP_ActorWithNodeManagerComp"
  11. Check the drop down that was set to "Node_Implemented"

Result: The reference has been set back to "None"
Expected: The element would still be set to "Node_Implemented"

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-59135 in the post.

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.19.2
Target Fix4.21
Fix Commit4363175
Main Commit4736445
Release Commit4432913
CreatedMay 15, 2018
ResolvedSep 12, 2018
UpdatedJan 16, 2019