Description

Actors that are spawned from blueprints will no longer have their instigator automatically set to the instigator that spawned them. This is a regression in 5.5, because in 5.4 and earlier a null Instigator on a SpawnActor node would be replaced by the instigator of the spawning actor. This change happened as a side effect of fixing [Link Removed] and [Link Removed] because it is now detecting the null instigator as deliberately set and overriding the automatic behavior. This same issue could be causing other values on a spawned actor to be set incorrectly set

Steps to Reproduce
  1. Open a game in the editor (was tested with Lyra)
  2. Create a new Blueprint of class Pawn named SpawnTest
  3. In the SpawnTest event graph, set up the BeginPlay event to spawn a static mesh actor and then print the spawned actor's instigator, so it looks like this graph:
    [Image Removed]
  4. Place an instance of this actor in a test level (such as the default Lyra map)
  5. Preview the map in PIE and check the output log for the result of the print string

Expected behavior:

In 5.4 and earlier it will output "LogBlueprintUserMessages: [SpawnTest_C_1] SpawnTest_C_1" because it correctly set the instigator to SpawnTest. The exact number may differ

Broken behavior:

If this issue is not fixed it will output "LogBlueprintUserMessages: [SpawnTest_C_1] " because the instigator was not set correctly

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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-225691 in the post.

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Fixed
ComponentUE - Gameplay - Blueprint
Target Fix32.005.5
Fix Commit36645674
CreatedAug 20, 2024
ResolvedSep 26, 2024
UpdatedJan 27, 2025
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