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[C++] Custom component set to null by FObjectInitializer after editor reload

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    [C++] Custom component set to null by FObjectInitializer after editor reload

    For the sake of keeping the question up to date and all discussion in one place, here is a link to the answerhub question:
    https://answers.unrealengine.com/que...initializ.html

    #2
    We're having a very similar issue. In our case a property that points to a custom component resets to null every time we do a compile. I'm trying to resolve the issue right now, and will post a solution if I find it.

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      #3
      In my case, I have forgotten to call Super () in the constructor of my base class that was creating the components (I had CharacterBase and then derived MonsterCharacterbase, and CharacterBase wasn't calling Super ()). looking at your code I think you haven't made the same kind of mistake, but check in any case.

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