It is not possible to edit the properties in the Details panel inside the Blueprint editor for a component inherited from the parent code class, if the default subobject for that component was created using a string that exactly matches the variable name of a component in the parent of the code class.
For example, adding a UAIPerceptionComponent to a code class that derives from AIController, and creating the default subobject using the string "PerceptionComponent" prevents the properties of the UAIPerceptionComponent from being edited in the Blueprint. This was also tested using a UInputComponent with the string "InputComponent" in a class that derives from Actor.
If the string used when creating the default subobject for the component is changed so that it does not match any variable names in the parent class, then the properties for the component can be updated. However, if the Blueprint has already been created prior to this change, it needs to be recreated in order for the change to take effect.
private: UPROPERTY(Category = Character, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) class UAIPerceptionComponent* m_perceptionComponent;
m_perceptionComponent = CreateDefaultSubobject<UAIPerceptionComponent>("m_perceptionComponent");
RESULT:
The properties for the m_perceptionComponent cannot be edited in the Details panel.
EXPECTED:
The properties for the m_perceptionComponent are all visible and can be edited in the Details panel.
WORKAROUND:
Make sure the string used when creating a default subobject is not the same as the variable name of a component. If the Blueprint has already been created before using this workaround, the Blueprint must be created again in order for the properties to be visible.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-59330 in the post.
2 |
Component | UE - Gameplay |
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Affects Versions | 4.18.3, 4.19.2, 4.20 |
Created | May 18, 2018 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |