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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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-82615 in the post.
0 |
Component | UE - Gameplay - Blueprint Editor |
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Affects Versions | 4.23 |
Target Fix | 4.24 |
Fix Commit | 9888086 |
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Main Commit | 9888142 |
Release Commit | 9888086 |
Created | Oct 28, 2019 |
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Resolved | Oct 30, 2019 |
Updated | Jan 25, 2021 |