I’m quite new to Unreal and have trouble with the child/parent definition.
What I’m trying to do :
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I have a parent actor, its purpose is to hold the utility functions I need and to be a parent of new actors.
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This parent actor has a function that is callable in editor. This function uses the SpawnActor node to create some new actors from a given BP.
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This function also sets the spawned actors to bet children of the parent actor via Attach Actor to Actor.
The problem that I have is, when I call the function in editor, everything works fine, the children are correctly bound to the parent but as long as I save the project, they no longer are children of the parent actor.
Before save :
After save :
Note that they no longer have any parent, they go back to the root of my level.
I have tried many things, in particular trying to modify the parent (as it doesn’t appear in the unsaved actors). I have also tried to set the children as children of a scene in the parent actor via Attach Actor to Component. I have also tried to modify the parent actor to be a Editor Utility Blueprint but it didn’t change anything (this is the version shown on the screenshots).
Do you have any idea of what is happening ? Is this a correct way to setup this kind of child/parent relationship or should I use another method ?
I would like to understand what’s going wrong rrather than just a dirty fix, as I would like to use this kind of relationships for other actors in my game.
Thank you for your help,


