Component hierarchy information is lost when modifying an Instance of a Blueprint that Inherits from a C++ Pawn. Specifically, when this instance's hierarchy is modified via the World Outliner Editor details panel.

Steps to Reproduce
  1. Create a blueprint class MySMA with StaticMeshActor as the parent.
  2. Inside of Blueprint Editor for MySMA add a Scene Component.
  3. Compile & Save.
  4. Drag an Instance of this Blueprint into the Level.
  5. Select the Actor instance from the World Outliner, and from the details panel->Add Component-> Scene.
  6. Attach this Scene1 Component so it is a child of the Scene(Inherited) component.
  7. De-select off of the actor from the World Outliner(simply click another object)
  8. Re-select the actor from the World Outliner and Observe the Component Hierarchy in the details panel.

Result: Scene1 is parented to the Root Component of the Actor, rather than a child of Scene Component.

Expected: Scene1 would successfully child to Scene Component.

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ComponentUE - Gameplay
Affects Versions4.
Target Fix4.23
Fix Commit5639557
Main Commit6835252
CreatedJan 31, 2019
ResolvedMar 28, 2019
UpdatedJun 4, 2019
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