Broken collider for child BP on inherited C++ component

Hello,

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:

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

Thank you

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

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

Hey blen2r-

Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here Unreal Engine Issues and Bug Tracker (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.

Cheers

Thank you!