Performing a Hot Reload after changing some properties in a custom Static Mesh Component code class from public to private appears to reset the static mesh set for any Pawn Blueprints that use that custom component. This only seems to happen with Pawn Blueprints. The behavior was not observed in an Actor Blueprint, and other types of Blueprints were not tested.
REGRESSION:
Yes. This behavior did not seem to occur in 4.19.
public: UPROPERTY(EditDefaultsOnly, Category = TestCat) float TestVar;
RESULT:
The static mesh set in the pawn's static mesh component disappears from the level. If the Pawn is selected in the level and the static mesh component is selected in the details panel, the static mesh property has been reset to "none".
EXPECTED:
The static mesh property remains the way it was set in the Blueprint.
WORKAROUND:
Do not perform a Hot Reload when changing properties in a parent class from public to private. If a Hot Reload is performed, closing and re-opening the Editor appears to put the Pawn Blueprint back the way it is expected to be.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-63298 in the post.
94 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.20.1, 4.21 |
Created | Aug 24, 2018 |
---|---|
Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |
5830 - Algorithman |