Hello [mention removed],
Thank you for the detailed repro steps. I was able to reproduce this scenario locally in multiple versions of UE5.
After digging into the engine behavior and reviewing its source code, I’ve confirmed this is currently working as intended. Components added via the Blueprint Editor (using the “Add Component” button) are treated differently than components created in C++ using CreateDefaultSubobject. Specifically:
- C++ components are considered native subobjects, and their properties are always exposed in the Class Defaults panel.
- Components added via the Blueprint Editor are stored in the SimpleConstructionScript (SCS) and not included in the Class Defaults details view.
There’s currently no system in place to expose Blueprint-created SCS component templates in this view, and attempts to forcibly add them via engine hacks can lead to unintended behavior since these are treated completely different by the engine.
You could explore alternatives that extend the editor like IDetailCustomization to manually inject SCS-type components into the Class Defaults view. It appears it would be more practical to simply select the component directly in the list to inspect and edit its properties.
Please let me know if this information helps.
Best,
Francisco