Blueprint CDO contains removed component from parent class. From the AnswerHub post:
"It appears that if a component is removed from the C++ class, the CDOs for all of the blueprints remain unchanged and still contain the component that was removed even though instances of the blueprint do not. If I manually recompile and save each of these blueprints, the CDO is successfully updated."
Not reproduced by Engine User Support.
UPDATE: Repro steps according to Mike B
"The way I was testing it, was with data only blueprints. So, 1) make a native C++ actor sub-class; 2) in code class's constructor add a couple components; 3) in the editor, make a blueprint that derives from that class; 4) save the blueprint and close the editor; 5) in the c++ class, remove the creation of one of the components; 6) relaunch editor; 7) open Blueprint, is old inherited component still there? (it shouldn't be)."
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.7.6 |
Target Fix | 4.8 |
Created | Apr 28, 2015 |
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Resolved | May 7, 2015 |
Updated | Apr 27, 2018 |