Options of Details panel hide in BP

Hello, for some reason the options of Details panel of a Skeletal Mesh Component are hide in my BP. I received this problem after changing the SetupAttachment() of my Component in my C++ code (The Parent Class of the BP) I need recreate a blueprint for unhide the options of Details panel.

I have the impression that the engine confuses several component options of Details panel hide in BP ( 27 February 2016) - YouTube

Hey Loux xavier,

Could you please provide the code that you are using for the class that the blueprint is based on? I especially need to see the header file with your UPROPERTY declarations.

Of course

	/** pawn SpringArm: 1st person view */
	UPROPERTY(VisibleDefaultsOnly, Category = Camera)
		class USpringArmComponent* SpringArm1P;

	/** pawn Camera : 1st person view */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
		class UCameraComponent* Camera1P;

	/** pawn mesh: 1st person view (test) */
	UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
		class USkeletalMeshComponent* MeshArm1P;

	/** pawn mesh: 1st person view (legs) */
	UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
		class USkeletalMeshComponent* MeshLeg1P;

	/** Location on gun mesh where projectiles should spawn. */
	UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
		class USceneComponent* FP_MuzzleLocation;

	/** Gun mesh: 1st person view (seen only by self) */
	UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
		class USkeletalMeshComponent* FP_Gun;

Where are you declaring FpsArmsPawnMesh? I don’t see it in the code you’ve provided.

Hello,

I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.

Have a great day

I’m sorry I’m no longer responding away, FpsArmsPawnMesh is MeshArm1P declared in Subobject in .cpp

	// Create a mesh component that will be used when being viewed from a '1st person' view for the arms (when controlling this pawn)
	MeshArm1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("FpsArmsPawnMesh"));
	MeshArm1P->bOnlyOwnerSee = true;
	MeshArm1P->bOwnerNoSee = false;
	MeshArm1P->bCastDynamicShadow = false;
	MeshArm1P->CastShadow = false;
	MeshArm1P->SetupAttachment(SpringArm1P);

Try using EditAnywhere instead of VisibleDefaultsOnly on the MeshArm1P declaration inside of the UPROPERTY.

That should allow you to see and edit the class defaults.

I have try, but the problem is always persistent, I think the problem comes directly from the blueprint http://image.noelshack.com/fichiers/2017/10/1488910344-sans-titre.jpg

Unfortunately this isn’t something that I’ve been able to reproduce.

Here’s what I recommend:

Try starting up a new project (not based on one of the templates, just a blank project) and creating the component you need in that project. Then, give it the EditAnywhere tag in the UPROPERTY() and you’ll notice that you’re able to see and edit the defaults.

If you are able to reproduce your issue in a clean project, please let me know and provide a detailed list of steps I can use so I can see the issue on my end.

Thanks