Description

Swapping the C++ Root Component from a Child BP class, pressing Save, Compile, but not Saving afterwards, will leave the Root Component in a locked state, meaning the it cannot be viewed or edited in the Details Panel after an Editor restart.
The licensee described: We have a base Actor class that has a Root Collision component. It is USceneComponent so we can change it to a Sphere, Box, or Mesh in children's blueprints. After changing the Component Class of the Root Collision component and restarting the Editor, you can no longer edit any settings of the Root Collision component.
If I save after the Compile the issue does not show.
I've tried in 5.6 and, although the error when swapping the component persists, the RootComponent does not end up in a locked state.

Steps to Reproduce

Create a C++ AActor class (ABaseActorWithCustomRootCollision in the licensee's repro project):
Add a UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
TObjectPtr<USceneComponent> RootCollisionComponent;
In the constructor, create the component and set it as Root:
RootCollisionComponent = CreateDefaultSubobject<USceneComponent>(FName("RootCollisionComponent"));
SetRootComponent(RootCollisionComponent);
Compile and in the Editor create a derived BP (BP_BaseActor for example)
Create a Child BP from BP_BaseActor (BP_BaseActor_Child, for example)
Open up BP_BaseActor_Child, select the RootCollisionComponent, in the Details Panel change the Component Class from SceneComponent to SphereComponent.
The order is important
First: Save BP_BaseActor_Child
Make sure Save On Compile is OFF - we can't save the BP after compiling
Second: Press Compile
If debugging we get this breakpoint in SceneComponent.cpp, OnComponentDestroyed():
#if WITH_EDITORONLY_DATA
// If we are in the middle of a transaction it isn't entirely unexpected that an AttachParent/AttachChildren pairing is wrong
if (!ensureAlwaysMsgf(GIsTransacting, TEXT("Component '%s' has '%s' in its AttachChildren array, however, '%s' believes it is attached to '%s'"), *GetFullName(), *Child->GetFullName(), *Child->GetFullName(), *Child->GetAttachParent()->GetFullName()))
#endif
In the logs we get:
LogContentValidation: Display: Validating asset /Game/BPs/BP_BaseActor_Child3.BP_BaseActor_Child3
AssetCheck: /Game/BPs/BP_BaseActor_Child3 Validating asset
LogOutputDevice: Warning: Script Stack (0 frames) :
LogOutputDevice: Error: Ensure condition failed: GIsTransacting [Link Removed] [Line: 1349]
Component 'SphereComponent /Engine/Transient.RootCollisionComponent_REPLACEMENT_E32CFA6B4670BA231CEB5A806BFE8F74_99744' has 'SkeletalMeshComponent /Engine/Transient.World_2:PersistentLevel.REINST_BP_BaseActor_Child3_C_0.SkeletalMesh' in its AttachChildren array, however, 'SkeletalMeshComponent /Engine/Transient.World_2:PersistentLevel.REINST_BP_BaseActor_Child3_C_0.SkeletalMesh' believes it is attached to 'SphereComponent /Engine/Transient.World_2:PersistentLevel.BP_BaseActor_Child3_C_0.RootCollisionComponent'
LogStats: FDebug::EnsureFailed - 0.000 s
LogSceneComponent: Error: Component 'SphereComponent /Engine/Transient.RootCollisionComponent_REPLACEMENT_E32CFA6B4670B
There is no crash, the Editor is still working but BP_BaseActor_Child is not marked dirty.
Close the Editor (note that saving BP_BaseActor_Child is not offered!)
Reopen the Editor
Reopen the BP_BaseActor_Child
Select RootCollisionComponent
The Details Panel is empty
Checking the logs gives us:
LogLinker: Error: [AssetLog] F:\BaboonLab\Case15100487\Repro15100487\Content\BPs\BP_BaseActor_Child.uasset: Failed import: class 'SphereComponent' name 'RootCollisionComponent' outer 'Default__BP_BaseActor_Child_C'. There is another object (of 'SceneComponent' class) at the path.
LogLinker: Error: [AssetLog] F:\BaboonLab\Case15100487\Repro15100487\Content\BPs\BP_BaseActor_Child.uasset: Failed import: class 'SphereComponent' name 'RootCollisionComponent' outer 'Default__BP_BaseActor_Child_C'. There is another object (of 'SceneComponent' class) at the path.
LogLinker: Error: [AssetLog] F:\BaboonLab\Case15100487\Repro15100487\Content\BPs\BP_BaseActor_Child.uasset: Failed import: class 'SphereComponent' name 'RootCollisionComponent' outer 'Default__BP_BaseActor_Child_C'. There is another object (of 'SceneComponent' class) at the path.
LogLinker: Error: [AssetLog] F:\BaboonLab\Case15100487\Repro15100487\Content\BPs\BP_BaseActor_Child.uasset: Failed import: class 'SphereComponent' name 'RootCollisionComponent' outer 'Default__BP_BaseActor_Child_C'. There is another object (of 'SceneComponent' class) at the path.
LogLinker: Error: [AssetLog] F:\BaboonLab\Case15100487\Repro15100487\Content\BPs\BP_BaseActor_Child.uasset: Failed import: class 'SphereComponent' name 'RootCollisionComponent' outer 'Default__BP_BaseActor_Child_C'. There is another object (of 'SceneComponent' class) at the path.
LogAssetEditorSubsystem: Opening Asset editor for Blueprint /Game/BPs/BP_BaseActor_Child.BP_BaseActor_Child
After this the RootComponent is in a locked/broken state

Callstack

Callstack when compiling the Child BP:
> UnrealEditor-Engine.dll!??R<lambda_2>@?JM@??OnComponentDestroyed@USceneComponent@@UEAAX_N@Z@QEBA@XZ() Line 1349 C++
UnrealEditor-Engine.dll!USceneComponent::OnComponentDestroyed(bool bDestroyingHierarchy) Line 1349 C++
UnrealEditor-Engine.dll!UActorComponent::BeginDestroy() Line 773 C++
UnrealEditor-Engine.dll!UPrimitiveComponent::BeginDestroy() Line 1553 C++
UnrealEditor-CoreUObject.dll!UObject::ConditionalBeginDestroy() Line 1214 C++
UnrealEditor-CoreUObject.dll!UnhashUnreachableObjects(bool bUseTimeLimit, double TimeLimit) Line 5949 C++
UnrealEditor-CoreUObject.dll!UE::GC::PostCollectGarbageImpl<1>(EObjectFlags KeepFlags) Line 5575 C++
UnrealEditor-CoreUObject.dll!UE::GC::FReachabilityAnalysisState::PerformReachabilityAnalysisAndConditionallyPurgeGarbage(bool bReachabilityUsingTimeLimit) Line 5771 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!UE::GC::CollectGarbageInternal(EObjectFlags) Line 5342 C++
UnrealEditor-CoreUObject.dll!CollectGarbage(EObjectFlags KeepFlags, bool bPerformFullPurge) Line 6007 C++
UnrealEditor-Kismet.dll!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl(const FBPCompileRequestInternal & Request) Line 347 C++
UnrealEditor-Kismet.dll!FBlueprintCompilationManager::CompileSynchronously(const FBPCompileRequest & Request) Line 3716 C++
UnrealEditor-UnrealEd.dll!FKismetEditorUtilities::CompileBlueprint(UBlueprint * BlueprintObj, EBlueprintCompileOptions CompileFlags, FCompilerResultsLog * pResults) Line 777 C++
UnrealEditor-Kismet.dll!FBlueprintEditor::Compile() Line 4167 C++
[Inline Frame] UnrealEditor-Kismet.dll!Invoke(void(FBlueprintEditor::*)()) Line 66 C++
[Inline Frame] UnrealEditor-Kismet.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FBlueprintEditor::*)() &) Line 309 C++
UnrealEditor-Kismet.dll!V::TBaseSPMethodDelegateInstance::ExecuteIfSafe() Line 298 C++
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound() Line 570 C++
UnrealEditor-Slate.dll!FUIAction::Execute() Line 139 C++
UnrealEditor-Slate.dll!FUICommandList::ExecuteAction(const TSharedRef<FUICommandInfo const ,1> InUICommandInfo) Line 117 C++
UnrealEditor-Slate.dll!SToolBarButtonBlock::OnClicked() Line 446 C++
[Inline Frame] UnrealEditor-Slate.dll!Invoke(FReply(SToolBarButtonBlock::*)()) Line 66 C++
[Inline Frame] UnrealEditor-Slate.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(SToolBarButtonBlock::*)() &) Line 309 C++
UnrealEditor-Slate.dll!V::TBaseSPMethodDelegateInstance::Execute() Line 281 C++
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 549 C++
UnrealEditor-Slate.dll!SButton::ExecuteOnClick() Line 465 C++
UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 390 C++
[Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2>::operator()(const FArrangedWidget &) Line 5293 C++
UnrealEditor-Slate.dll!??$Route@VFReply@@VFToLeafmostPolicy@FEventRouter@@UFPointerEvent@@V<lambda_2>@?7??RoutePointerUpEvent@FSlateApplication@@QEAA?AV1@AEBVFWidgetPath@@AEBU4@@Z@@FEventRouter@@SA?AVFReply@@PEAVFSlateApplication@@VFToLeafmostPolicy@0@UFPointerEvent@@AEBV<lambda_2>@?7??RoutePointerUpEvent@2@QEAA?AV1@AEBVFWidgetPath@@AEBU4@@Z@W4ESlateDebuggingInputEvent@@@Z(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 442 C++
UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5279 C++
UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5857 C++
UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5813 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2243 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2750 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1919 C++
[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 923 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 929 C++
[External Code]
[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 116 C++
UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 145 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5850 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 61 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 180 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298 C++
[External Code]
---------------
If not debugging we get a stall and this message is logged:
LogOutputDevice: Warning: Script Stack (0 frames) :
LogStats: FPlatformStackWalk::StackWalkAndDump - 1.033 s
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: GIsTransacting [Link Removed] [Line: 1349]
LogOutputDevice: Error: Component 'SphereComponent /Engine/Transient.RootCollisionComponent_REPLACEMENT_67F7DA3A4BC38F79C18214AC059F0B81_83299' has 'SkeletalMeshComponent /Engine/Transient.World_1:PersistentLevel.None.None' in its AttachChildren array, however, 'SkeletalMeshComponent /Engine/Transient.World_1:PersistentLevel.None.None' believes it is attached to 'SphereComponent /Engine/Transient.World_1:PersistentLevel.BP_BaseActor_Child3_C_0.RootCollisionComponent'
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007fff2d90d37e UnrealEditor-Engine.dll!`FPersistentFrameCollector::HandleObjectReference'::`39'::<lambda_2>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp:1349]
LogOutputDevice: Error: [Callstack] 0x00007fff2b8c67ec UnrealEditor-Engine.dll!USceneComponent::OnComponentDestroyed() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp:1349]
LogOutputDevice: Error: [Callstack] 0x00007fff2b68e9f4 UnrealEditor-Engine.dll!UActorComponent::BeginDestroy() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:773]
LogOutputDevice: Error: [Callstack] 0x00007fff2b7ef8d5 UnrealEditor-Engine.dll!UPrimitiveComponent::BeginDestroy() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:1553]
LogOutputDevice: Error: [Callstack] 0x00007fff33e61a46 UnrealEditor-CoreUObject.dll!UObject::ConditionalBeginDestroy() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1214]
LogOutputDevice: Error: [Callstack] 0x00007fff33d9970c UnrealEditor-CoreUObject.dll!UnhashUnreachableObjects() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:5949]
LogOutputDevice: Error: [Callstack] 0x00007fff33ca1203 UnrealEditor-CoreUObject.dll!UE::GC::PostCollectGarbageImpl<1>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:5575]
LogOutputDevice: Error: [Callstack] 0x00007fff33d2ac2d UnrealEditor-CoreUObject.dll!UE::GC::FReachabilityAnalysisState::PerformReachabilityAnalysisAndConditionallyPurgeGarbage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:5771]
LogOutputDevice: Error: [Callstack] 0x00007fff33cd50d9 UnrealEditor-CoreUObject.dll!CollectGarbage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:6007]
LogOutputDevice: Error: [Callstack] 0x00007fff269fca0f UnrealEditor-Kismet.dll!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:347]
LogOutputDevice: Error: [Callstack] 0x00007fff269fc160 UnrealEditor-Kismet.dll!FBlueprintCompilationManager::CompileSynchronously() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3716]
LogOutputDevice: Error: [Callstack] 0x00007fff295289e8 UnrealEditor-UnrealEd.dll!FKismetEditorUtilities::CompileBlueprint() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\Kismet2.cpp:777]
LogOutputDevice: Error: [Callstack] 0x00007fff26b749e5 UnrealEditor-Kismet.dll!FBlueprintEditor::Compile() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:4167]
LogOutputDevice: Error: [Callstack] 0x00007fff26b9a64b UnrealEditor-Kismet.dll!V::TBaseSPMethodDelegateInstance::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:298]
LogOutputDevice: Error: [Callstack] 0x00007fff334ad0f5 UnrealEditor-Slate.dll!FUIAction::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Public\Framework\Commands\UIAction.h:139]
LogOutputDevice: Error: [Callstack] 0x00007fff334ad271 UnrealEditor-Slate.dll!FUICommandList::ExecuteAction() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:117]
LogOutputDevice: Error: [Callstack] 0x00007fff335d8ef5 UnrealEditor-Slate.dll!SToolBarButtonBlock::OnClicked() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SToolBarButtonBlock.cpp:446]
LogOutputDevice: Error: [Callstack] 0x00007fff335ac6aa UnrealEditor-Slate.dll!V::TBaseSPMethodDelegateInstance::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:281]
LogOutputDevice: Error: [Callstack] 0x00007fff3364a05c UnrealEditor-Slate.dll!SButton::ExecuteOnClick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:465]
LogOutputDevice: Error: [Callstack] 0x00007fff33668368 UnrealEditor-Slate.dll!SButton::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:390]
LogOutputDevice: Error: [Callstack] 0x00007fff333d3975 UnrealEditor-Slate.dll!TArray<TSharedRef<SWindow,1>,TSizedDefaultAllocator<32> >::RemoveAll<`TArray<TSharedRef<SWindow,1>,TSizedDefaultAllocator<32> >::Remove'::`2'::<lambda_1> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:442]
LogOutputDevice: Error: [Callstack] 0x00007fff33431187 UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5279]
LogOutputDevice: Error: [Callstack] 0x00007fff3341e8f1 UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5857]
LogOutputDevice: Error: [Callstack] 0x00007fff33411aa6 UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5813]
LogOutputDevice: Error: [Callstack] 0x00007fff82dfd54f UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2243]
LogOutputDevice: Error: [Callstack] 0x00007fff82de6f16 UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2750]
LogOutputDevice: Error: [Callstack] 0x00007fff82dfff93 UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1919]
LogOutputDevice: Error: [Callstack] 0x00007fff82de0e51 UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:929]
LogOutputDevice: Error: [Callstack] 0x00007ffff914ef5c USER32.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffff914e684 USER32.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007fff82e00a96 UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:145]
LogOutputDevice: Error: [Callstack] 0x00007ff76caa780a UnrealEditor.exe!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5850]
LogOutputDevice: Error: [Callstack] 0x00007ff76cace33c UnrealEditor.exe!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
LogOutputDevice: Error: [Callstack] 0x00007ff76cace42a UnrealEditor.exe!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
LogOutputDevice: Error: [Callstack] 0x00007ff76cad18a4 UnrealEditor.exe!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
LogOutputDevice: Error: [Callstack] 0x00007ff76cae70c4 UnrealEditor.exe!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
LogOutputDevice: Error: [Callstack] 0x00007ff76caea37a UnrealEditor.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogOutputDevice: Error: [Callstack] 0x00007ffff9967374 KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffffa43cc91 ntdll.dll!UnknownFunction []
LogStats: SubmitErrorReport - 0.000 s
LogStats: SendNewReport - 1.757 s
LogStats: FDebug::EnsureFailed - 2.791 s
LogSceneComponent: Error: Component 'SphereComponent /Engine/Transient.RootCollisionComponent_REPLACEMENT_67F7DA3A4BC

------------------
Error message when selecting the bugged component:
LogLinker: Error: [AssetLog] F:\BaboonLab\Case15100487\Repro15100487\Content\BPs\BP_BaseActor_Child.uasset: Failed import: class 'SphereComponent' name 'RootCollisionComponent' outer 'Default__BP_BaseActor_Child_C'. There is another object (of 'SceneComponent' class) at the path.
LogLinker: Error: [AssetLog] F:\BaboonLab\Case15100487\Repro15100487\Content\BPs\BP_BaseActor_Child.uasset: Failed import: class 'SphereComponent' name 'RootCollisionComponent' outer 'Default__BP_BaseActor_Child_C'. There is another object (of 'SceneComponent' class) at the path.
LogLinker: Error: [AssetLog] F:\BaboonLab\Case15100487\Repro15100487\Content\BPs\BP_BaseActor_Child.uasset: Failed import: class 'SphereComponent' name 'RootCollisionComponent' outer 'Default__BP_BaseActor_Child_C'. There is another object (of 'SceneComponent' class) at the path.
LogLinker: Error: [AssetLog] F:\BaboonLab\Case15100487\Repro15100487\Content\BPs\BP_BaseActor_Child.uasset: Failed import: class 'SphereComponent' name 'RootCollisionComponent' outer 'Default__BP_BaseActor_Child_C'. There is another object (of 'SceneComponent' class) at the path.
LogLinker: Error: [AssetLog] F:\BaboonLab\Case15100487\Repro15100487\Content\BPs\BP_BaseActor_Child.uasset: Failed import: class 'SphereComponent' name 'RootCollisionComponent' outer 'Default__BP_BaseActor_Child_C'. There is another object (of 'SceneComponent' class) at the path.
LogAssetEditorSubsystem: Opening Asset editor for Blueprint /Game/BPs/BP_BaseActor_Child.BP_BaseActor_Child

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Unresolved
ComponentUE - Gameplay - Blueprint
Affects Versions5.4.4
Target Fix5.6
CreatedDec 9, 2024
UpdatedDec 20, 2024
View Jira Issue