The UDN has a possible fix for this issue in the Component Type Registry
You can use the following as a test C++ class:
#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "TestComponent.generated.h" class UE_DEPRECATED(5.0, "UTestComponent is deprecated") UTestComponent; UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) class ENHANCEDINPUTTESTING_API UTestComponent : public UActorComponent { GENERATED_BODY() public: // Sets default values for this component's properties UTestComponent() { PrimaryComponentTick.bCanEverTick = true; } };
1. Create a native C++ actor component
2. Mark it as deprecated
3. Make a new Blueprint based on actor
4. Click add component, and search for your custom component
Result: The deprecated C++ actor component is displayed
Expected: The deprecated C++ Actor component is NOT displayed
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-132297 in the post.
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Component | UE - Gameplay - Blueprint Editor |
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Created | Oct 19, 2021 |
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Updated | Jun 24, 2022 |