Description

When a blueprint class that contains an instanced property is used as the class for a child actor template, recompiling that class results in a disconnect between the instanced subobject in the blueprint class and the subobject in the template.

Steps to Reproduce

Add the following classes to a project.

UCLASS(BlueprintType, DefaultToInstanced, editinlinenew, hidecategories = Object)
class UCustomClassA : public UObject
{
	GENERATED_BODY()
public:
	UPROPERTY(EditAnywhere)
	float MyVariable = 0.f;
};

UCLASS(Blueprintable)
class ACustomClassB : public AActor
{
	GENERATED_BODY()
public:
	UPROPERTY(EditAnywhere, Instanced)
	UCustomClassA* MyClassInstance;
};

Create two blueprints:
BP_ClassB, a BP from ACustomClassB
BP_WithClassB, an actor BP with BP_ClassB as a Child Actor

In BP_ClassB select CustomClassA for the instanced property type.

Initially you'll note that changing the value inside CustomClassA is reflected in to the subobject in the child actor template.

Hit compile on BP_ClassB and note that changing that value no longer updates the value inside the child actor template.

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Fixed
ComponentUE - Gameplay - Blueprint Compiler
Affects Versions5.0
Target Fix5.1
Fix Commit19905264
Main Commit19905264
CreatedApr 7, 2022
ResolvedApr 25, 2022
UpdatedMay 6, 2022
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