C++ Transition Guide for 4.20

Tracked down what broke attaching. Engine >> Source >> Editor >> UnrealEd >> Private >> EditorEngine::ParentActors()

Old code:



[FONT=Gill Sans MT,sans-serif]// Snap to socket if a valid socket name was provided, otherwise attach without changing the relative transform
[FONT=Gill Sans MT,sans-serif]const bool bValidSocketName = !SocketName.IsNone() && ParentRoot->DoesSocketExist(SocketName);
[FONT=Gill Sans MT,sans-serif]ChildRoot->AttachToComponent(ParentRoot, bValidSocketName ? FAttachmentTransformRules::SnapToTargetNotIncludingScale : FAttachmentTransformRules::KeepWorldTransform, SocketName);



4.20 code:



[FONT=Gill Sans MT,sans-serif]// Snap to socket if a valid socket name was provided, otherwise attach without changing the relative transform
[FONT=Gill Sans MT,sans-serif]ChildRoot->AttachToComponent(ParentRoot, FAttachmentTransformRules::KeepWorldTransform, SocketName);


Seems like unintended bug because the comment does not match what the code does now. If any GitHub heroes know how to submit this please do. I don’t know much about GitHub.