Inherited component details not showing in blueprint?

issue is really annoying has been around since 4.0. Some component properties added from C++ properties appear when using
VisibleDefaultsOnly but most have an empty details panel. It’s incredibly annoying.

I thought I’d check if it has been resolved in 2021. Nope :slight_smile:

I think is the reason https://forums.unrealengine.com/deve…ted-components (see second response)

My work around isn’t great but it’s what I’ve been doing for the past few years.

  1. Create the pointer in C++
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = “LuckyDuck”)
    class UBoxComponent* MeleeHitOverlapComponent;

And assign it null in the constructor - MeleeHitOverlapComponent = nullptr;

  1. In a Base blueprint that inherits my C++ class add the Component manually

  2. In Blueprints Begin Play assign my C++ pointer to point to the component I added in the Blueprint. I usually have an InitializeVariables function in blueprint to do when there’s more than one of these to do.

Now I can now reliably edit the component in the details correctly in child Blueprints. You need you ensure you check if you pointer is valid in C++ but you should be doing that anyway.

I hate issue and work around with a passion.

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