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Broken collider for child BP on inherited C++ component


I have created a C++ SceneComponent (MySceneComponent) in which I have created a capsule collider. I have also created a C++ Pawn (MyPawn). I then create a new Blueprint pawn (BP_MyPawn) that inherits from MyPawn. In that BP, I add a MySceneComponent with a position other than the origin. At this point, everything is working good.

I then create a new Blueprint pawn (BP_MyChild) that inherits from BP_MyPawn. When I look at that new BP in the editor, the collider's position is reset to the origin.

I was able to reproduce the issue in a new project, located here: https://drive.google.com/open?id=0B_gMUmB1MEwbV2dMY29McS1BVWc

Note that I also added an empty StaticMesh component in the BP to help visualize where the origin is.

Thank you

Product Version: UE 4.17
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asked Aug 24 '17 at 04:11 PM in Bug Reports

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avatar image phoenix[illusion] Aug 24 '17 at 07:09 PM

Please write down your code or upload just source folder (project folders are huge and unnecessary).

avatar image blen2r Aug 24 '17 at 09:09 PM

Sure thing, here is the source and the example blueprints: https://drive.google.com/open?id=0B_gMUmB1MEwbQzBrdHR3Und5d1U

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Hey blen2r-

Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here https://issues.unrealengine.com/issue/UE-48842 . You can track the report's status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.


Doug Wilson

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answered Aug 25 '17 at 12:55 PM

avatar image blen2r Aug 25 '17 at 02:23 PM

Thank you!

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