Build Version: 4.7.5
Branch: Binary, from Launcher
OS: Windows 7, school lab computer
I don’t know how to describe it in words, so here’s a picture:
It is reproducible.
Steps to reproduce:
- Open UE4.
- Create a C++ subclass of APawn.
- Subclass of APawn must have either USphereComponent or UBoxComponent, and USkeletalMeshComponent.
- Add all necessary functions and use FObjectInitializer to CreateDefaultSubobject for each components.
- Create a blueprint that derives from this C++ subclass. That’s how I got the components to be inherited.
- I don’t know why the inherited components cannot be changed/modified in the blueprints, as technically blueprints are subclasses of the C++ subclass of APawn. Unless I am mistakened…
- Make sure blueprint has skeletal mesh component.
- Make sure blueprint collision component.
- Make sure blueprint collision component is root component.
- Make sure the blueprint skeletal mesh component is child of root component.
- Create an animating skeletal mesh component.
- Check to make sure the skeletal mesh component in the blueprint is animating.
- If yes, select the root component. In my case, I selected BoxCollision (image top left).
- In the Details pane on the very right, it should be completely empty.
- In the Details pane, click on top right corner, “Open Selection in Property Matrix”.
- In the Property Matrix, on the right you should see something like this:
- Change the “None” in the BoxCollision component to Sphere Collision, like this:
- This will make BoxCollision properties appear in the Details pane.
- Save all.
- Go back to the Blueprint.
- At the top left, click on the BoxCollision (inherited).
- On your right, expand the Box Collision properties.
- Expand the Transform category.
- Tick Absolute Location to ENABLED.
- Play around the Relative Scale 3D. I chose to use the Z axis.
- CTRL+Z. (Must use keyboard hotkey)
There you go.
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