# CPP component is not visible in BP editor

**URL:** <https://forums.unrealengine.com/t/cpp-component-is-not-visible-in-bp-editor/1167047>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, editor, CPP, question\
**Created:** [May 16, 2023, 1:03am UTC](https://forums.unrealengine.com/t/cpp-component-is-not-visible-in-bp-editor/1167047 "2023-05-16T01:03:19Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Roy\_Wierer.Seda145](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/roy_wierer.seda145/32/906551_2.png) [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Post date:** [May 16, 2023, 11:24pm UTC](https://forums.unrealengine.com/t/cpp-component-is-not-visible-in-bp-editor/1167047/5 "2023-05-16T23:24:45Z")

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Careful with this, usually VisibleAnywhere is preferred otherwise the blueprint editor can bug letting you modify things you shouldn’t be allowed to modify.I can’t find a clear example of some details I wrote in the past but I remember adding EditAnywhere to a property storing an ActorComponent on a Pawn and the editor panel would create conflicts with the c++ added component (CreateDefaultSubObject). There’s this issue as well (by design) where BP edits silently keep overriding c++ ones:

> [Bug, UPROPERTY removed from the editor panel still overriding c++ values](https://forums.unrealengine.com/t/bug-uproperty-removed-from-the-editor-panel-still-overriding-c-values/521017)

This could actually be happening right now (along with countless other things) but for this particular case where the c++ is alright but the blueprint fails you have to mark (or recreate) a misbehaving UPROPERTY and mark it Transient as discussed on that link.

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