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 ![]()
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.
- Create the pointer in C++
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = “LuckyDuck”)
class UBoxComponent* MeleeHitOverlapComponent;
And assign it null in the constructor - MeleeHitOverlapComponent = nullptr;
-
In a Base blueprint that inherits my C++ class add the Component manually
-
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.