Hey all,
Version: 4.9.2
Skeletal mesh and animation blueprint do not seem to inherit correctly from the parent character class.
Also, if they are set on the child class directly they are cleared on editor restart.
Is this a bug or am I doing something wrong? - Thanks!
Reproduction Steps:
- Create
Character
blueprint ‘Character_Base’. - Create a child blueprint ‘Character_Player’ with a parent of
Character_Base
. - Set the skeletal mesh on
Character_Base
toSK_FooBar
. - Set the animation class on
Character_Base
toFooBar_AnimBlueprint
. - Notice that the child inherits the mesh and animation blueprint.
- Restart Editor
- The mesh is no longer inherited and
Character_Player
has no mesh nor animation blueprint. - If the mesh/anim blueprint is set on the child class it is also lost on editor restart.
Edit: To clarify, after creating the child, adding it to the scene, and PIE I see the child rendered with the inherited mesh until I restart the editor.
Update: If I set the mesh in the parent constructor (instead of via the UI selector) then the inheritance works perfectly.