[Bug?] "Exposed on Spawn" Variables not taken from Pin-Connected Variable

Not sure if this is intended behaviour or not, but i have a BP with a Variable thats set to be editable and “Exposed on Spawn”.

When i use a Spawn-Actor function and specifically choose the BP Class from the DropDown, it shows the exposed pin as expected.

However when i connect the Class-Variable that holds the exact same BP Class to the Spawn-Actor Node, the exposed variable is not displayed.

I can sort of work around this by first choosing the class from the dropdown and then connecting the pin.

Intended ? Bug ?

Howdy!

Thank you for reporting this issue. I’ve confirmed this as well and I’ve submitted an issue for it for our developers to review. Please continue to point out issue like this in the future so that we may enter them into our database for tracking and review purposes.

Please continue to use your workaround for now until we have a resolution on the issue.

Thanks!

-W

I have the same issue, is it not fixed yet?

Not fixed in 4.3 just ran into this myself. This workaround:

“I can sort of work around this by first choosing the class from the dropdown and then connecting the pin”

doesn’t work for me, it compiles and saves fine and even works up until you reboot the UE4 editor as on a new session those pins have gone and the variables that were pointing to the exposed pins now just floating in purgatory.

bit of a bummer as makes ‘expose on spawn’ pretty useless for me if I can’t spawn by a reference class :frowning:

Is this fixed in 4.4? I have a really slow connection so don’t want to update until its sorted as its been bugging me for ages.

Nah still doesn’t work in 4.4

Hello savagebeasty,

We have made some changes to the blueprints and how variables are set to public or private by default. Try updating to 4.6 and see if you are still getting this issue.

If you are still experiencing the issue let us know and we can further investigate.

Thanks,

Sorry only 5 months late the party.

Would you believe I havn’t used UE4 since 4.4 and I’ve just fired it up for the first time in a long time. This bug was the first thing that came to mind, took me a while to even find this post as I couldn’t remember what my original issue was other than something to do with spawning by class and here we are it’s fixed.

Nice one :slight_smile:

Was fixed in 4.11, updated to 4.12, all pins are disconnected now and do not show up when plugging in a class reference. Very frustrating. Ruins a good amount of functionality on my end. Can we get a bug status on this or some sort of fix date???

Hey esquire,

I am having some problems reproducing this issue on my end. I have created a Blueprint Static Mesh Actor class to be spawned using the SpawnActor from Class node within my level blueprint, to see if the ‘object mesh’ and ‘object material’ are exposed when disconnecting the variable itself.

Could you provide me with the steps you took in order to reproduce the issue on my end?

Let me know if you have further questions or need additional assistance.

Cheers,

Object Mesh and Object Material are just variables that are exposed on spawn. The bug seems to be that if your class reference “TV Blueprint” had a few variables that were exposed on spawn such as an int, or a static mesh reference. They will not show up on the spawn actor from class node, when you plug in the class reference unless its set to the specific class you would like to spawn. It seems you have to create a reference to the class specifically rather than setting the class to Type:Actor and then setting the default value to you class you would like to spawn.

  1. Create an actor blueprint (BP_Gun)
  2. Create 2 or 3 variables in the actor blueprint, make them editable and expose them on spawn. (int_ammo, mesh_weapon)
  3. In another blueprint, create a spawn actors from class node.
  4. Select the actor blueprint class in the drop down, your exposed inputs should appear.
  5. Create a class reference to Actor, set its default value to BP_Gun
  6. Plug it into the Class input on the Spawn Actor From Class Node.
  7. Your Exposed variables will not show up, and if you had inputs plugged into them prior, they will be unplugged.

This may actually just be working as intended since the node doesn’t know what “actor class” you want to spawn, just that its an actor. I just thought the default value would inform the spawn actor from class node.

If anyone else is having this problem. Make sure your “class reference” is actually set to the parent class that you’d like to spawn from and not just to class “Actor”.

Hey ,

Thanks for the clarifications. I was able to confirm what you are reporting and have gone ahead and entered a bug report for the issue. I was unable to locate the original bug report so I decided to log a new one so you/others can track the issue. You can track the issue by following the link below.

UE-34491

Update This bug was returned as Invalid. Please see bug report above for reasoning.

Once the issue has been addressed by our engineers, the fix will be added to the release notes for fixed issues within an upcoming full engine or hotfix release.

Let me know if you have further questions or need additional assistance.

Cheers,

When Promoting the Class Variable an Actor Class Reference is made > As you can see top right of both of your screen shots. These Class References need to be Parent Specific. So Actor Class to pieces Class(Esquire) & Static Mesh Actor Class to TV Blueprint Class(Andrew).