The Blueprint diffing tool should skip transient properties.
Using the following code:
//////////////////////////////// // UE-82616 USTRUCT() struct FTestStruct { GENERATED_BODY() FTestStruct() {} FTestStruct(const class UTestComponent* InOwner) : Owner(InOwner) {}; UPROPERTY(Transient) const class UTestComponent* Owner = nullptr; }; UCLASS(Blueprintable) class UTestComponent : public UActorComponent { GENERATED_BODY() UPROPERTY(Transient) FTestStruct Member = { this }; }; UCLASS(Blueprintable) class ATestActor : public AActor { GENERATED_BODY() ATestActor() { static const FName TestCompName = TEXT("TestComponent"); TestComp = CreateOptionalDefaultSubobject<UTestComponent>(TestCompName); } UPROPERTY(EditDefaultsOnly) class UTestComponent* TestComp = nullptr; };
Make a BP of TestActor
Submit to source control (I used a local git repo)
Change a property on the BP
Right Click on the BP in the content browser and select "Source Control > Diff against depot"
UDN reports crash here
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-82616 in the post.
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Component | UE - Gameplay - Blueprint Editor |
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Affects Versions | 4.23 |
Target Fix | 4.26 |
Fix Commit | 14041674 |
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Created | Oct 28, 2019 |
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Resolved | Aug 6, 2020 |
Updated | Apr 28, 2021 |