Bug Report: "Add [Custom Component]" node breaks when something is changed on the Custom Actor Component

When you create a new Actor Component, add it dynamically to your Character using the “Add MyComponent” node, that node will change into a generic “Add Component” when you change something in your Component.

Steps to reproduce:

  • create a new Actor Component called MyComponent
  • dynamically add this Component to your Character using the Add MyComponent node. Like this:

https://puu.sh/ykC8q/24a91fe9dd.png

  • open this new Component in the Blueprint Editor, change anything in it, compile
  • your old “Add MyComponent” node from step 2 will have automatically be changed into a generic “Add Component” node. Which doesn’t work, it doesn’t add your actual component. It looks like this:

https://puu.sh/ykCdo/fbac13d190.png

Doing a “Refresh all nodes” will not fix the broken node. This means that every time you need to make any change to any component, you have to always go back, delete every node that created a component of that type, and recreate it.

Here’s an example project with this bug: GitHub - vibrunazo/ComponentTest: Showing a bug on UE4 components

This is just the Third Person Template project, where I followed the above steps. The node on the Character’s Event BeginPlay is in the bugged state, the generic Add Component node that doesn’t do anything. It changed to that after I changed the value of the String variable in the MyComponent class and compiled.

Hello vib,

It appears that this issue has been fixed in our internal branch and will be available in a future engine release.

Thanks

I’ve just run into this, will the fix be in 4.18.2?