The blueprint causing issues is an implementation of a C++ pawn-derived class. I recently re-worked the inherited components of the class and it seems to be causing strange issues when the actor is brought into the level.
In the blueprint editor, the components are correctly shown with their proper hierarchy. However, as soon as I drag that actor into the world, the components are all over the place and one is completely missing.
Here is the list of components shown correctly in the blueprint editor:
When dragged into the level, the actor’s components are set to this:
Notice the absence of “BeamLeftParticleComponent” and the “BeamRightParticleComponent” is incorrectly parented.
The editor crashes as soon as I hit play. I assume as a result of the missing component causing a nullptr. The crash log was taking ages to display for some reason.
I have tried hot reloading, restarting the editor as well as building in Visual Studio with the editor closed. I’m assuming something has been cached?
Hopefully this is the correct section. This issue seemed more blueprint-based than C++.
Please help! Thank you so much in advance!