Character Blueprint loses charactermovmentcomponent association

I ran across another slightly annoying issue with blueprints today while working on charactermovementcomponents.

If you create a derived charactermovementcomponent class and instantiate it like in the ShooterGame:

AAbatronCharacter::AAbatronCharacter(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP.SetDefaultSubobjectClass<UAbatronCharacterMovement>(ACharacter::CharacterMovementComponentName))
{
}

Then make a character blueprint, everything is fine. =)

Now, the problem is when you try to change the charactermovementcomponent to another class or just let it go back to default engine charactermovementcomponent class, the existing created blueprints seem to break and lose the charactermovementcomponent class. The characters no longer can move. The only fix was to recreate new blueprints after making the code changes.

I traced it down a little but it seems like the “ACharacter::CharacterMovementComponentName” loses its value and just has “None” or NULL. It should have TEXT(“CharMoveComp”). Thats as far as I took it into the engine before just deleting the old BPs for the characters and making new ones.

I hope this report helps! Thanks

GitHub Engine version 4.4.0 :slight_smile:

#Thanks Devero!

I’ve run into this issue multiple times!

Epic please address this!

It makes class hiearchies in blueprints that use custom move components very difficult to implement!

Hi Devero,

Thank you for bringing this to our attention. I was able to reproduce this issue and have submitted a report to have this investigated further (TTP# 349104).