Guid field is not properly updating in editor for inherited actor component

Here is a bug I found (see screenshot). If inherited component contains a GUID field, pressing “Generate” from dropdown list for this GUID will update only 1st part of GUID, the rest will be 0s.

Here are steps to reproduce it in a clean project:

  1. create first person c++ project from template

  2. click on “New C++ Class”, select “Actor Component” (it will create MyActorComponent)

  3. In Visual Studio in file MyActorComponent.h add:

    public:
    /** Unique actor ID */
    UPROPERTY(EditAnywhere, BlueprintReadOnly, SaveGame, Category = “TEST”)
    FGuid ActorGUID;

  4. Compile

  5. Add “My Actor” component to FirstPersonProjectile blueprint in “FirstPersonCPP/Blueprints”

  6. Place FirstPersonProjectile to the scene

  7. Select FirstPersonProjectile in WorldOutliner and select MyActor component

  8. You should see ActorGUID, in a drop down for ActorGUID select Generate.

  9. Only a first part of GUID will be updated, the reset will be 0s. Expected a full GUID.

  10. But, if you edit ActorGUID inside FirstPersonProjectile’s blueprint, it will be updated properly.

The same happens If you do actor component with GUID field in blueprints only.

Anyone from Epic?

This is still broken in 4.16 (preview 1)

Hi Flash7,

Sorry for the delayed response to your post. I was able to reproduce the issue that you described, and have entered UE-44570 to have this investigated further.

This is not fixed in UE-44570. I am having this problem now again in 4.22.3. Haven’t seen it for a few versions, so maybe some form of regression?

I can confirm this. I have made another question here: