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Why re-creating blueprints fixes problems?

Well, I've being facing a weird bug for some days.

I have a custom MovementComponent and two different classes use it. Car and Jeep for example, have its constructor like this:

 ACarPawn::ACarPawn(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer.SetDefaultSubobjectClass<UMyMovementComponent>(AMeshCollisionPawn::MovementComponentName))


 AJeepPawn::AJeepPawn(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer.SetDefaultSubobjectClass<UMyMovementComponent>(AMeshCollisionPawn::MovementComponentName))

But, on BeginPlay(), the two classes call GetMovementComponent() and Jeep always return NULL.

After trying deleting Binaries and Intermediate, and even creating another custom MovementComponent, the solution was deleting the blueprint BP_Jeep and creating another one. That solved everything. And I've heard of other cases like mine in the past. Why is this? Any thoughts?

Product Version: UE 4.15
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asked Jul 17 '17 at 02:22 AM in Bug Reports

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