Child actor details pane gets lost if there's a cast node

If thre’s a function in main actor that uses child component’s actor the details panel gets lost.
I know it sounds confusing but bare with me. Images should make it clearer.
Here’s a quick explanation: I’ve added child actor component in my main actor. The actor class is TestObjectLevel2
Not sure if it’s important but TestObjectLevel2 inherits from TestObjectLevel1 which in turn inherits TestObject.
When I first define the child actor component’s class, the details pane is visible and properties can be edited as they should be. But if there’s a function that uses the object from the child actor class, next time the editor is opened details pane is no longer visible.
Code still works, but if I want to change any of the values I need to reselect the child actor component class which resets all of the values back to their default values. It is EXTREMELY frustrating, and is practically halting my progress because I need to re-set all of the properties of the child actor every time I restart the editor.
I don’t think this was happening in 4.15, but it’s still the case in 4.17 and 4.18

Hopefully the images will make it clearer.

Hello 3DVice,

I ran a few tests, however I was unable to reproduce this issue on our end. I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end? (including any small steps that may have been left out of your original post)
  3. Could you provide screen shots of any settings/blueprints that may be involved with this issue (of the clean project used to reproduce this issue)?

Hey Rudy, I’m currenty in crunch mode, but hopefully I’ll manage to get a few hours in the coming days to set up a clean project and report back

I am happy that you were able to come up with a workaround for your issue. I will be marking your last response as the answer. If you would like to investigate this issue further in the future, please feel free to reopen this issue with any additional information that you may have.

Make it a great day

Tried with a fresh project and I can’t replicate the behaviour.
It’s obviously something in my blueprint causing the issue, because I can replicate it 100% of the time in my current project. No clue what it could be.
I’ve come up with a workaround though, so I can continue working,

I am having the exact same issue. Can you describe what your workaround is?

I added object that I construct in BeginPlay event. It handles all of the casting and necessary functionality. From the main actor I just call the required functions, effectively making the main actor a wrapper object.
In my case, main actor is a unit, and child actor components are actions it can do. So in BeginPlay I create an ActionController object, and when necessary I call ActionController functions. Hopefully the images will make it easy to understand. If you need more clarification let me know

I have got the same issue trying to resolve another problem: ChildActor’s placeholder error ChildActor’s behaviour seems to be absolutely unpredictable in my case causing random fails and wins during packaging (I spent a lot of time trying to find any logic). Some of ChildActors have lost their Template tab with success packaging, but refreshing them to show template causes package fail. Dynamic adding of children works but for some reasons is undesireble. So my war continues :slight_smile:

I’ve got exactly this on 4.19 - was stable until recently, now losing templates all over the shop since I made some blueprint fixes. It’s not clear what exactly causes it, but I do have a lot of casts - presumably it’s that in combination with some other condition…