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(Bug?) Spawned Actors Sneaking Out of a TArray in OnConstruction()

I have an ParentActor with a TArray of Actors

 TArray<AExampleActor*> ActorList;

I call OnConstruction and everything almost works fine except...

 void OnConstruction(const FTransform& Transform)
     if (GetWorld() && ActorList.Num() == 0)
         for (int Actor= 0; Actor< NumActors; ++Actor)
             FTransform Translation = CalculateTranslation(Actor);
             FTransform SpawnTransform = Transform + Translation;
             AExampleActor* Tile = GetWorld()->SpawnActor<AExampleActor>(SpawnTransform.GetTranslation(), SpawnTransform.GetRotation().Rotator());
             AExampleActor->AttachToActor(this, FAttachmentTransformRules(EAttachmentRule::KeepWorld, false));

I get one group of actors which are connected to the ParentActor as expected but I also get a second group of actors spawning which seem to have forgotten they have any attachment to the Parent . From the debugger it looks like this group is created when I initially click on the ParentActor in the editor but before I have dragged it into the world yet. Is this the expected behaviour?


Product Version: UE 4.20
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asked Oct 31 '18 at 08:52 PM in C++ Programming

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avatar image mightyenigma Oct 31 '18 at 09:10 PM

I'm not sure but I think Actors get garbage-collected if they're not placed or spawned into the World.

avatar image HT Aidn Jan 08 '19 at 08:01 PM

I have the same issue! Did you figure out the solution?

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1 answer: sort voted first

Check for the transient flag which is set on preview actors. i.e. this->HasAnyFlags(EObjectFlags::RF_Transient)

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answered Jan 09 '19 at 12:07 AM

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HT Aidn
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avatar image SausagesSizzling Jun 15 '19 at 10:43 AM

Wow this worked, thanks for coming back with an update! How on earth did you figure out this was the issue though?

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