When moving these components around in the world editor, the transform gizmo will move with the undo, but the actual component will not.
I could not repro this behavior with non-native components, it is only happening if the root component comes from a C++ native class.
1. Create a C++ actor that has a root component:
// Header file... #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "TransactionTest.generated.h" UCLASS(Blueprintable, BlueprintType) class MY_PROJ ATransactionTest : public AActor { GENERATED_BODY() public: ATransactionTest (); UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly) USceneComponent* SceneRoot; };
// Cpp file... #include "ATransactionTest.h" ATransactionTest::ATransactionTest() { SceneRoot = CreateDefaultSubobject<USceneComponent>(TEXT("SceneRoot")); }
2. Create a blueprint class from the C++ class
3. Add any component (ex. Cube) to the blueprint actor
4. Place an instance of the blueprint into a level, move the Cube component on the instance
5. Hit CTRL+Z to undo moving the Cube
Expected results: Modifications to the component's properties properly undo when pressing CTRL+Z (ex. Tooltip appears saying "Undo: Move components")
Actual results: Tooltip appears saying "Undo: Clicking on Component (tree view)". Modifications to the component's properties do not undo when pressing CTRL+Z
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the difference between Camera and CineCamera?
How to delete some elements correctly when deleting an array loop?
UMG RichText not appear image when packaged
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-105017 in the post.