Description

Attempting to edit the properties of a component on an instance of a Blueprint class that initializes its RootComponent in its Constructor and is attached to another actor in the level results in odd behavior. The settings that are changed seem to change but the setting then grays out. Editing any other setting after this causes the first to reset to its original value and no longer be grayed out.

Regression?: No
This occurs in 4.20

Steps to Reproduce
  1. Download / Open the attached project
  2. Select the "NewBlueprint" instance in the level
  3. Select the StaticMesh component and try to change any of the settings
    Result: When the settings are changed, they gray out. Changing another setting causes them to reset to their original value and no longer be grayed out.
    Expected: You are able to edit the settings without any issues.

Reproduction from a fresh project:

  1. Add a new C++ class based off of actor
  2. Add a UPROPERTY that is a pointer to a USceneComponent (no specifiers needed)
  3. Use CreateDefaultSubobject to initialize the pointer in the construction script
  4. Set the USceneComponent as the Root Component in the construction script
  5. Compile
  6. Create a Blueprint class based off of the Actor created in step 1
  7. Add some components to the Blueprint (such as a Static Mesh component)
  8. Add an instance of the Blueprint to the level
  9. Attach the Blueprint instance to another actor in the level
  10. Attempt to edit properties on the components added in step 7
    Result: When the settings are changed, they gray out. Changing another setting causes them to reset to their original value and no longer be grayed out.
    Expected: You are able to edit the settings without any issues.

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Won't Fix
ComponentUE - Gameplay - Blueprint
Affects Versions4.204.214.224.23
CreatedFeb 22, 2019
ResolvedAug 27, 2021
UpdatedAug 27, 2021
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