call GetComponentLocation() on inhereited USceneComponent.[SOLVED]

hey i made a class inherited from USceneComponent.
lets call it “UGrabber”.

the problem is i can’t find any transform information on it inside editor.
so i guess thats why if i call GetComponentLocation() function on my UGrabber, the whole editor gets crashed. because it even hasn’t a Transform(Location) property!

my code to create UGrabber:



**/***.h file***/**
//UGrabber is inherited from USceneComponent.
UPROPERTY(VisibleAnywhere,BlueprintReadOnly)
class UGrabber* Grabber;

**/***.cpp***/**
//create components
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Grabber= CreateDefaultSubobject<UGrabber>(TEXT("Grabber"));

//attach Camera to current root
Camera->SetupAttachment(GetRootComponent());

//attah my Grabber to Camera making it a hierarchy.
Grabber->AttachToComponent(Camera,FAttachmentTransformRules::SnapToTargetIncludingScale);


**/***calling GetComponentLocation() on UGrabber***/**
void AFirstPersonCharacter::BeginPlay()
{
Super::BeginPlay();
FString start = Grabber->GetComponentLocation().ToString(); <-----CRASH HERE!!!
UE_LOG(LogTemp,Warning,TEXT("Grabber is at: %s"),*start);
}


vacant detail panel without pivot point:

i also posted this on reddit: https://www.reddit.com/r/unrealengin…_no_transform/

thx for any help!

SOLVED:
this seems to be an infamous bug.
solution:
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/57024-inherited-component-details-not-showing-in-blueprint