Changing a default subobject name in C++ class leads to UActorComponent being marked as PendingKill immediately after being instantiated when loading from .uasset, and is eventually reset to NULL by GC

I can confirm this is still happening in 5.2.1.

It’s very frustrating since it’s extremely common to want to change the name of a subobject. The current solution at least gets you out of a corrupted state, but it’s a very cumbersome workaround that leads to data loss. I hope the Unreal developers can prioritize a fix for this.

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