Steps to Reproduce

Make a blueprint of TestActor below and submit it to source control. Then edit a property in it and then attempt to diff.

 

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Components/ActorComponent.h"
#include "TestCircularDependency.generated.h"
USTRUCT()
struct FTestStruct
{
GENERATED_BODY()
FTestStruct(){}
FTestStruct(const class UTestComponent* InOwner) : Owner(InOwner){};
UPROPERTY(Transient)
const class UTestComponent* Owner = nullptr;
};
UCLASS(Blueprintable)
class UTestComponent : public UActorComponent
{
GENERATED_BODY()
UPROPERTY(Transient)
FTestStruct Member = { this };
};
UCLASS(Blueprintable)
class HOOD_API ATestActor : public AActor
{
GENERATED_BODY()
ATestActor()
{
static const FName TestCompName = TEXT("TestComponent");
TestComp = CreateOptionalDefaultSubobject<UTestComponent>(TestCompName);
}
UPROPERTY(EditDefaultsOnly)
class UTestComponent* TestComp = nullptr;
};

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Cannot Reproduce
ComponentUE - Gameplay - Blueprint Editor
Affects Versions4.23
Target Fix4.24
Fix Commit9888086
Main Commit9888142
Release Commit9888086
CreatedOct 28, 2019
ResolvedOct 30, 2019
UpdatedJan 25, 2021