Hey Rudy,
I can reproduce it, here’s how I do it:
1: I create a fresh project using the first person C++ template.
2: I create a new blueprint and pull the character-blueprint (The one that comes with the template) in the components-tab of the newly created blueprint to create a new ChildActorComponent (Works with other actorclasses too)
3: I place the new blueprint in the level and save. Now I create a copy of the level by saving under a new name
4: If I move the new blueprint now, there’s one more instance of the character-blueprint in the level.
Interestingly with the fresh project the duplicates of the ChildActorComponent aren’t attached to their initial parent anymore and I can move them around freely. Maybe that’s why you couldn’t reproduce it? For me it’s not listed as a child this time around. Here you can see the problem in action:
http://puu.sh/r31PA/14793aba0e.jpg
The white sphere is the normal static-mesh-component of the blueprint, the root of the actual blueprint-instance I placed. The other two characters floating around are the duplicates of the ChildActorComponent. 2 of them since I saved twice.
Now this was the easiest way for me to reproduce it. In my actual project I wrote the class with the ChildActorComponent in C++.
This is the declaration:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Mesh)
class UChildActorComponent* TorchComponent;
And in the constructor:
TorchComponent = CreateDefaultSubobject<UChildActorComponent>(TEXT("Torch"));
FAttachmentTransformRules AttachmentRules = FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true);
TorchComponent->AttachToComponent(RootComponent, AttachmentRules, NAME_None);
I hope that helps.