Code changes ruin blueprint
I have a class containing custom movement component and a blueprint derived from this class. Component instance is created in the class constructor:
And, well, when I make any changes in the code of the component, it sort of detaches from the blueprint:
As you can see, the "Details" tab is empty. When I create a new instance of the blueprint, this is what I see:
But this component is declared as a UPROPERTY in my code:
And while blueprint is broken, its parent class is working perfectly fine.
Does anyone have any idea how to solve the issue?
asked Nov 06 '17 at 10:04 AM in Using UE4
Hello again, I wanted to add some details about the issue.
I have following class structure: Pawn -> Character2D -> Hero2D -> Blueprint
Character2D class contains capsule component, flipbook component, custom movement component(derived from MovementComponent) and custom attack component(derived from ActorComponent).
They all declared in the header of Character2D class in the same way:
This is how ACharacter2D() constructor looks like:
Well, the issue I'm facing is already described above, but I'll repeat. Changes of movement component break my blueprint.
Every time I add or delete some variable, the component detaches from blueprint. Any usual measures like rebuilding project/reparenting blueprint don't help.
By the way, changes of my attack component are always flawlessly reflected in the blueprint and, well, I have no idea why the issue occurs with movement component only, while attack component is being updated without issues whatsoever.
Here is a part of movement component header:
And a part of attack component header:
The only (probably) significant difference I see is a structure definition before movement component class declaration, but I don't think it's that important.
Does anyone have any idea why movement component causes issues and attack component doesn't?
answered Nov 07 '17 at 09:20 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here