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プラグインで作成したC++ActorComponentが無効化

現在UE4.18.3にてC++プラグインとしてActorComponentを作成しようとしているのですが、

・プラグインとして単純なBlueprintCallable関数を持つC++ActorComponentを作成
・適当なアクターに上記Componentを追加し、ブループリントで関数呼び出し
・セーブしてエディタを起動しなおす
・追加したはずのActorComponentが無効なものとしてブループリントがエラーになる

という状況で困っております。
C++Actorではこのような問題は発生していません。
解決策、調査方針等をご教授いただければ幸いです。

Product Version: UE 4.18
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asked Feb 18 '18 at 04:28 AM in Japanese

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nagakagachi
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