Inherited component details not showing in blueprint?

The issue is that those flags are serialized into the Blueprint, so once you’ve made a Blueprint class that has serialized values for that variable it’s too late. You either need to recreate the Blueprint, or rename the variable - or essentially find a way to trick the editor into throwing out the serialized data.

Once you have a Blueprint of something, you have limited options when it comes to changing defaults and constructor values for existing variables. You should also avoid removing components too.

I take that to mean, there’s no code to de-serialize and update it? As a test, I recreated some BPs with various flag options and component details didn’t appear. I’ll just keep using my work around and check back every now and then :slight_smile:

When working with Blueprints directly without C++, you can add, rename and remove with no issues - Component details are always visible in the details panel by default. I think it’s fair to assume it would work the same if done in C++.

You can do it, sometimes, but you should avoid making constant changes to class constructors when you already have serialized Blueprints. Things like delegate bindings etc. can’t be cleared up easily and the blueprint asset can become full of junk data that causes problems later on.

What you might be able to do, is mark the component as “Transient”, load the editor, resave the Blueprint to throw out the old data, then try again without the Transient var. Not sure if it will work, but it might.

works. Thanks.

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In my case, those properties disappeared when I changed the “HideCategories” in the UCLASS macro of the class that uses the affected components. Restoring the previous list of hidden categories in the actor class fixed the bug.

EDIT

One of those categories that I wanted to hide (and caused the issue) was “Character”, which is the default category of components like capsule and skeletal mesh, in the character class… so is not a bug in my case.

someone please help! I have bug in my editor but I have no idea what you guys are talking about, when you talk about fixing it!

can someone, for the love of god, please make a video.

is a devastating bug and I have a lot of characters that cant move because the movement component is gone.

I tried to re parent it to the character and back again but nothing!

My understanding of thread is about the component being there but not able to see the properties.

The movement component being gone seems like a different issue.

its the same thing, I cant see the details, its the same bug

Still happening in 4.26. Thankfully I was lucky and didn’t have to reparent. The following worked for me:

  1. commenting UPROPERTY
  2. compile from editor
  3. uncomment UPROPERTY
  4. compile from editor

EDIT: is a stubborn bug and the above doesn’t always work for me. It only seems to happen for capsule colliders. I switched to sphere colliders to avoid the problem since the shape isn’t too big a deal for my situation. is awful.

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I experienced same issue in 4.26.2 and none of the above have helped me. I had to comment out both UPROPERTY and the whole variable as well as obviously to even compile it’s construction in the constructor (CreateDefautltSubobject) then compiled the code ensure the editor has updated with it and then uncomment recompile back. Hope helps :slight_smile:

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I’m also experiencing in 4.26.2. For me it’s the GameplayAbilityComponent. I have to spend hours to try and fix all the characters and all the bugs from having to reparent due to .

I’ve encountered bug as well.
It appeared after I added another UPROPERTY variable, and the previously declared component didn’t show up properly in the blueprint editor.
Tried recompiling/restarting the editor, but the bug was still there.
I’m in 4.25.4, the fix with re-parenting works, but you loose your previous values so you have to go through them and set again.

Thank you for the pointers! I had the same issue on UE5 Early access 2.
Reparenting helped, but all my blueprint settings were lost.
Incidentally, Epic “resolved” the bug a few weeks ago to “Won’t fix”
UE-67850
So, I guess it is something we will always need a good workaround for :slight_smile:

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I found a fix. In my case, I used CreateDefaultSubobject in a constructor, so i just

  • commented those lines with CreateDefaultSubobject
  • recompiled game module(in “modules” window find your %gameName% and run recompile)
  • uncommented lines
  • compiled game module again and that worked

UPD. Nope thats not work. After compiling of blueprint details still not showing up. Reparenting helps - in blueprint → File → Reparent to something similar and then reparent back, now it should work

Thanks!

Hi i have the same bug on Unreal 5.0.

I really don’t want to have to reparent my blueprints child classes. That would be terrible. I have not even started developing my game and is already a problem.
There must be a way to solve .

Experiencing same issue in 5.0.2. does the trick. It’s a really annoying problem.

worked for me

is also happening for me with 5.0.3. And not even when the ClassName changes, but sometimes just changing the Component code or some related class may make it disappear.
The only way I got it to work for now, without reparenting is to rename the variable the Component is attached to and recompiling the project.
So I usually change it, recompile, change it back, recompile again and it works.

What if you use a temporary, surrogate BP parent? In other words, say you have hierarchy:

Actor
   |-- A
       |-- B
           |-- C

… and C has a component that’s not working properly. What if you create a Temporary Blueprint (TemporaryB) that extends from B, reparent C to be a sub-class of B, then reparent C to B again? I believe that would force Unreal to reserialize everything without data loss.