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.
asked Aug 24 '17 at 04:11 PM in Bug Reports
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.
answered Aug 25 '17 at 12:55 PM
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