4.7.3 Blueprint Inherited c++ ParticleSystemComponent component lose information can not edit

Hi guys,

i create a Actor class in cpp, and these components:

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SkillProjectile")
	class UParticleSystemComponent* particle;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SkillProjectile")
	class USphereComponent* sphere;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SkillProjectile")
	class UProjectileMovementComponent* movement;

then initialized like this:

// Sets default values
ASkillProjectile::ASkillProjectile(const class FObjectInitializer& PCIP)
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	RootComponent = PCIP.CreateDefaultSubobject<USceneComponent>(this, TEXT("scene"));
	particle = PCIP.CreateDefaultSubobject<UParticleSystemComponent>(this, TEXT("particle")); particle->AttachTo(RootComponent);
	sphere = PCIP.CreateDefaultSubobject<USphereComponent>(this, TEXT("sphere")); sphere->AttachTo(RootComponent);
	movement = PCIP.CreateDefaultSubobject<UProjectileMovementComponent>(this, TEXT("movement"));

,At last i create a blueprint class inherit from it, all things are good but ParticleSystemComponent cannot edit. select it the detail panel like select at root node.


Hey Omega-

I was able to create the particle system component and edit it’s details however if I changed the component type in the details panel then I had the same bug you described. I have submitted this for further investigation (UE-12917).


Doug Wilson

Hey Doug~
I remember now. i was create a particle system variable first, compile and check in editor then i think i should use ParticleSystemComponent but not particle system.
Then i changed it’s type to Component version…

it may be same problem with this: https://answers.unrealengine.com/questions/201451/473-c-variable-declare-changes-can-not-refresh-in.html