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Child actor cannot set to hidden when run in standalone mode

I create a child actor component and spawn an actor. Everything seems perfect when I run in Editor mode. However, when I run in Standalone mode, the child actor is not hidden.

Below is part of my code:


     UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Drone")
     UChildActorComponent* DirectionChildActorComponent;
     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Drone")
     ADirectionActor* DirectionActor;


      // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
     PrimaryActorTick.bCanEverTick = true;
     // Some other unrelated code here
     DirectionChildActorComponent = CreateDefaultSubobject<UChildActorComponent>(TEXT("DirectionActor"));
     DirectionChildActorComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));
 void ADroneBase::BeginPlay()
     DirectionActor = (ADirectionActor*) DirectionChildActorComponent->GetChildActor();
     //Just for test, and result in "DirectionActor: DirectionActor_DirectionActor_CAT_0"
     GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, FString::Printf(TEXT("ADroneBase::BeginPlay(), DirectionActor: %s"), *DirectionActor->GetName()));


What am I doing wrong in my code? Or is it a bug for UE4?

Thank you

Product Version: UE 4.14
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asked Mar 02 '17 at 02:23 AM in C++ Programming

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Jason Cheuk
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