ChildActorComponent-duplicates when saving new Level

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.