From the User Submission:
I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for 'native' component types, so since the static mesh components for static mesh actors(and my custom actor I'm trying to use as well), are defined in native code with CreateDefaultSubobject<UStaticMeshComponent>(), as is pretty typical, this non child actor non "IsCreatedByConstructionScript" component appears to be ignored by the component data, which I think is the reason why the vertex color data is lost. In the case of harvesting components, the harvested components are created as part of the blueprint, and aren't 'native' components, so the necessary color data is maintained.
This functionality is not available in //UE4/Release-4.23 cl 10478456 so I am not marking this as a regression.
Result
The meshes within the created blueprint lose their vertex colors
Expected
Meshes do not lose paint data when converted to a blueprint
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-97519 in the post.
1 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.24, 4.25, 4.26 |
Created | Aug 25, 2020 |
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Resolved | Sep 1, 2020 |
Updated | Sep 1, 2020 |