Bug where adding a mouse event to mesh in one blueprint overrides events in others

Hi all,

I’ve run into a strange bug recently for which I haven’t been able to find any existing solutions. What happens is when I add some mouse events to a new static mesh component in a blueprint actor (such as OnMouseRelease), identical mouse events in other blueprints are now triggered by that same static mesh, overriding the associated static mesh components that existed prior.

Stranger still, every blueprint compiles correctly, despite the other blueprints not having any static mesh component of the same name as part of the blueprint.

And even more strange, I can delete the new static mesh component entirely, delete the mouse event in the new blueprint, and all the other blueprints still compile, despite pointing to a component that no longer exists anywhere in the project.

Has anyone encountered this problem as well?