IsEditorOnly is not reflected in grandchild actor when parent/child/grandchild are constructed with ChildActorComponent. This causes the issue that actor will increase incorrect when save the level.
Workaround:
Change the following code in ChildActorComponent.cpp.
void UChildActorComponent::CreateChildActor() { // ... #if 1 // changed start bool isEditorOnly = IsEditorOnly(); if (MyOwner) { isEditorOnly = isEditorOnly || (MyOwner->IsEditorOnly() || MyOwner->HasAllFlags(RF_Transient)); } if(HasAllFlags(RF_Transient) || isEditorOnly) #else // original if (HasAllFlags(RF_Transient) || IsEditorOnly()) #endif // changed end { // If we are either transient or editor only, set our created actor to transient. We can't programatically set editor only on an actor so this is the best option Params.ObjectFlags |= RF_Transient; } // ... }
When see the World Outliner, the Actor (BP_GrandChild) has increased on the level.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-85478 in the post.
0 |
Component | UE - Gameplay - Components |
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Affects Versions | 4.22, 4.23, 4.24 |
Target Fix | 4.26 |
Fix Commit | 14105452 |
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Created | Dec 6, 2019 |
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Resolved | Aug 28, 2020 |
Updated | Apr 28, 2021 |