[4.7.6] Child blueprint render bug

Ok, I’m not really sure if my title description is accurate… take a look at the description and repro steps below.

In short: Under specific scripting conditions, child blueprints are failing to render in a stand alone or packaged project.

Repro Steps: (I’m using the default third person project to repro)

  1. Create character from basic 3rd person character content and create a child blueprint from this. Let’s call these “Character” and “Character_Large” respectively (increase “Character_Large” scale so the two classes can be visually distinguished) .
  2. Create a blueprint actor. Let’s call this “Reference_Blueprint”. Within this actor call a “Find All Actors of Class” and assign this to the “Character_Large” blueprint class from step #1. Link this to the “Event Begin Play” node.
  3. Inside the “Character” blueprint, create a variable of type “Reference_Blueprint” (the class created from step #2).
  4. Place a “Character” and “Character_Large” in a test level.

At this point, play the level in both “selected viewport” and “stand alone game”. I’m seeing that “Character_Large” only renders in the “selected viewport” mode.

I can provide screenshots and additional info if necessary.

EDIT: I found another issue that seems to be related. If I place a "Cast To ‘Character_Large’ " call in the blueprint, “Character_Large” also stops rendering in the “stand alone game”. This issue actually seems more obvious and easy to reproduce.

Hi Niles,

Thank you for the report. I was able to reproduce this in version 4.7.6 but it is fixed in our latest internal build. You should see this fixed in a future update to the engine.

Cheers,

TJ