Child Actor Skeletal Mesh Disappears When Engine Opens

Hey all

I’m assuming bug reports is the best place to put this. I have a master character blueprint, from which all of my characters are children, including the main playable character. The UE4 SK_Mannequin is the skeletal mesh used on the master character blueprint. For some reason, every time I close the editor and re-open the project, I have to reassign the skeletal mesh and animation blueprints to the child character. It loads with a mesh listed in the hierarchy, but no mesh is actually loaded. It’s like it forgets which mesh is supposed to be loaded. The child actor seems to be okay until the editor inevitably crashes at some point. Upon re-opening the editor, the skeletal mesh from children actors has disappeared. I’ve attached a screenshot of my master character blueprint and child character blueprint for reference.

Any ideas what the issue might be?

Hello tommygdawg,

Thank you for reporting this. I’ll look into the issue of the skeletal mesh resetting but I’m more concerned about this inevitable crash. Are you using Child Actor Components at all? Does it seem like it may be related to this?: UE-39323

If not, can you provide the callstack and/or your Machine ID (if you have submitted the crashes) so that I can look into the cause of that as well?

Edit: I tried reproducing this in the most simple way possible and I haven’t had any luck. I’ll list the steps so we can see if there are any discrepancies in workflow:

  1. Created a Blueprint Character named ParentCharacter
  2. Set the Skeletal Mesh in ParentCharacter to SK_Mannequin
  3. Right-clicked on ParentCharacter in the Content Browser and selected “Create Child Blueprint Class”. I named the child ParentCharacter_Child
  4. In ParentCharacter_Child, I made sure that it was inheriting the Skeletal Mesh correctly.
  5. Selected “Save All” from the “File” menu
  6. Closed and reopned the editor
  7. The skeletal mesh was still set correctly in both blueprints.

I also tried doing this with step 3 and 4 being reversed, thinking that maybe it was coming from the skeletal mesh being set after the child blueprint was created but no luck there either.

We haven’t heard from you in a while, tommygdawg. Are you still experiencing this issue? If so, could you provide the information I requested in my previous comment? In the meantime, I’ll be marking this issue as resolved for tracking purposes.

I am experiencing the same problem and additionally my set morph target nodes also do not work in the child pawn blueprints. also ue 4.14.

Hello Taratus,

Okay, have you tried reproducing it outside of your project? Does the setup I provided above deviate at all from what your setup is to reproduce this issue? I’ll need more information to continue investigating.