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.
1. Create new Blank C++ Project.
2. Right click content folder and create a new c++ class based upon Pawn.
3. Inside of MyPawn.H create the following property declaration.
4. Inside of MyPawn.Cpp, In the constructor of MyPawn() create the following
5. Build the Project, Hot Reload.
6. Create a Blueprint Class Inherited from MyPawn.
7. Inside of Blueprint Editor for MyMyPawn add a Scene Component.
8. Compile & Save.
9. Drag an Instance of this Blueprint into the Level.
10. Select the MyMyPawn Actor from the World Outliner, and from the details panel->Add Component-> Scene.
11. Attach this Scene1 Component so it is a child of the Scene(Inherithed) component.
12. De-select off of MyMyPawn from the World Outliner(simply click another object)
13. Select MyMyPawn from the World Outliner and Observe the Component Hiarchery in the details panel.
Result: Scene1 is parented to the Root Component of the Pawn, rather than a child of Scene Component.
Expected: Scene1 would successfully child to Scene Component.
There's no existing public thread on this issue, so head over toAnswerHub just mention UE-69374 in the post.