We have an issue with a blueprint class which inherits from a c++ base class defined in our project.
When playing through the editor, the class is created correctly and behaves as normal, but if we cook the data using the UnrealFrontend tool, properties for some of the collision components within the class are missing, causing gameplay issues.
The components which display this issue are both Sphere Components.
When the class is spawned, both components have their collision profile and sphere radius properties set to the defaults, preventing their expected behaviour.
We have tried everything we can think of to resolve this issue; deleting the blueprints and rebuilding them from scratch, renaming the problematic components, cleaning and rebuilding intermediate data, etc. Nothing has worked.
There are other blueprints which inherit from the same c++ class and parent blueprint which do not currently exhibit this issue, but making changes to their sphere components will cause this issue to start occurring for them also.
I have tried to debug the cook process but found that if we cook the data by running the editor through Visual Studio with the appropriate command line arguments (instead of launching the UnrealFrontend tool) the cooked data does not exhibit the missing data issues.
I do not understand enough about the cooking / serialization process to be able to guess at the cause without being able to reproduce the issue in the debugger.
Presumably our cooked and source assets might help illuminate what is going on, but unfortunately I am not aware of any way to export or view uasset files in a human readable format.
First seen in 4.12, but it appears to still be occurring in 4.13.
I can provide source and cooked uassets for comparison.
Thanks in advance