Naming an SCS component variable something like "My Scene" results in a component template UObject named "My Scene_GEN_VARIABLE" (space included).
This causes the property editor/details view to fail to assign an object instance value to an editinline property reference if the component type contains one as a class member.
// Add this class def UCLASS(EditInlineNew) class UMyTestSubObjectType : public UObject { GENERATED_BODY() }; // Add 'Blueprintable' UCLASS(Blueprintable, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) class UMyActorComponent : public UActorComponent { GENERATED_BODY() public: // Sets default values for this component's properties UMyActorComponent(); // Add this property UPROPERTY(EditAnywhere, Instanced) TObjectPtr<UMyTestSubObjectType> TestSubobject; // ... };
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
An error occurred while trying to generate project files !?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-55663 in the post.
2 |
Component | UE - Gameplay - Components |
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Affects Versions | 4.27, 5.0, 5.1 |
Target Fix | 5.1.1 |
Created | Feb 28, 2018 |
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Resolved | Dec 14, 2022 |
Updated | Feb 4, 2023 |