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; // ... };
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 |
|---|---|
| Affects Versions | 4.27, 5.0, 5.1 |
| Target Fix | 5.1.1 |
| Created | Feb 28, 2018 |
|---|---|
| Resolved | Dec 14, 2022 |
| Updated | Feb 4, 2023 |