UStaticMeshComponent Parented to Component in C++ Doesn't Render in Editor or Play Mode

I have a custom component that inherits from USceneComponent called BallIndicatorComponent, which contains an IndicatorArm and an IndicatorMesh that’s attached to the arm. The setup for this class is below:

BallIndicatorComponent.h

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BallIndicator)
class USpringArmComponent* IndicatorArm;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BallIndicator)
class UStaticMeshComponent* IndicatorMesh;

BallIndicatorComponent.cpp Constructor

IndicatorArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("IndicatorArm"));
IndicatorArm->AttachTo(this);
IndicatorArm->TargetArmLength = 150.0f;
IndicatorArm->bUsePawnControlRotation = false;
IndicatorArm->SetHiddenInGame(false);

IndicatorMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("IndicatorMesh"));
IndicatorMesh->AttachTo(IndicatorArm);
IndicatorMesh->bOnlyOwnerSee = true;
IndicatorMesh->SetSimulatePhysics(false);
IndicatorMesh->SetCastShadow(false);

And in the Actor using the component, the setup is as follows:

MyCharacter.h

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = BallIndicator)
class UNSPBallIndicatorComponent* BallIndicatorComp;

MyCharacter.cpp Constructor

BallIndicatorComp = CreateDefaultSubobject<UNSPBallIndicatorComponent>(TEXT("BallIndicatorComp"));
BallIndicatorComp->AttachTo(RootComponent);

Here’s the problem: When I go to edit the blueprint derived from MyCharacter, the IndicatorMesh never shows up in the viewport. It shows up in the Components panel though, and the arm gets rendered in the viewport if I click on it in the Components panel. Here’s pictures describing what I’m seeing.

65785-componenthierarchy.png

If I just have a SpringArmComponent and StaticMeshComponent in MyCharacter.h and add it in MyCharacter.cpp the same way I do so in BallIndicatorComponent.cpp, the mesh shows up.

Is there something I’m doing wrong, or is this a bug?

Hey sleeplessheartair-

I was able to reproduce the behavior you described with the mesh not appearing after setting it in the blueprint. I have entered a bug report (UE-23068) to investigate this issue further.

Cheers