Description

Sub-components with the same name are not displayed on the correct parents in the Blueprints editor.  Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which contains c++ Actor component classes; (LaserPointerComponent,TeleporterPointerComponent) who contain their own static mesh, and spline sub-components are displayed correctly in the blueprint editor. 

However, when editor is re-opened all sub-components root to one parent. (Motion controller left, as seen in "UE4_parenting_bug_001.png attachment)

Steps to Reproduce

Please note: I have attached three class files (six files total)  from the source to better assist with replication and reduce steps needed to reproduce.

1. Open Unreal Engine 4.20, and Create a blank C++ Project

2. Navigate to your Project build.cs file and add the following Public Dependency Modules: "NavigationSystem", "SteamVR", "SteamVRController", "HeadMountedDisplay"

 2. Create a new C++ class based off a UWidgetInteraction Component (See Attached:   [Link Removed][Link Removed][Image Removed]

3. Create a new C++ class based off a  USceneComponent (See Attached: [Link Removed],[Link Removed])

4. Create a new C++ class based off a ACharacter Actor (See Attached: [Link Removed],[Link Removed])

5. Create a new blueprint based off of VRCharacter.

6. Open up VRCharacter Blueprint.

7. Observe the Hierarchy of Actor components. (Please see source image Attached: "UE4 Parenting bug") [Image Removed] ")

8) Compile and Save, close the Editor and restart.

9) Re-open CharacterVR blueprint and observe Hierarchy.

Result: Left motion controller now contains all attached sub-components.

Expected: Left and Right motion controller each contain their respectively named sub-components. 

 

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Fixed
ComponentUE - Gameplay
Affects Versions4.194.204.21
Target Fix4.23
Fix Commit5370325
Main Commit6835252
CreatedOct 12, 2018
ResolvedMar 15, 2019
UpdatedJun 4, 2019
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