C++ Derived Blueprint: Inherited Component Properties not editable
1 Create c++ classes: one derived from actor, one derived from actor component
2 Create a editable UPROPERTY variable in the actor component
3 in the actor derived class Create a Default Subobject of the actor component and save as UPROPERTY variable, so it is editable
4 create a blueprint derived from our c++ actor class and compile
5 change the UPROPERTY in our actor component (for example add the "BlueprintReadWrite" specifier) and recompile
6 try to edit the UPROPERTY of our inherited actor component in the BP Class
to temporarily resolve the issue
1 comment out the line, where you CreateDefaultSubobject for our component
3 uncomment the line
asked Jun 29 '16 at 10:51 AM in Bug Reports
I apologize for the delay, I gave reproducing this a try again but can't get it to occur. I'll give exact steps w/ code to show what I did. Maybe you'll be able to see where I went wrong.
Full code at the end
answered Jul 29 '16 at 09:10 PM
I've spent a good amount of time trying to get this issue to reproduce reliably but haven't been able to manage to get it happen at all recently, even using UWheeledVehicleMovementComponent as mentioned previously. Unfortunately there isn't much more I can do without a reproduction of some sort. I'm going to mark this as resolved for now for tracking purposes. If you are able to find a lead on how to reproduce this issue, please feel free to comment.
answered Nov 07 '16 at 07:38 PM
I think the more simple solution is to only change the variable name (with the rename feature on the visual studio), and compile the project. With that the component details on the BP will show again and non of the BP data is lost.
answered Apr 04 '19 at 02:59 PM
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