Thank you!
I’m getting in 5.1. What worked for me was to (with a recompile/restart between each step):
- Rename the variable in C++.
- In the Blueprint editor add and then remove a component using the old name.
- Rename the variable back to the old name in C++.
And it worked. The idea was that perhaps some sort of metadata is improperly set in the blueprint file, and so adding/removing a component of the desired name gets the blueprint to delete said data. No idea if that’s accurate, but it works without having to deal with the hassles of reparenting!
The weirdest thing is that I had 3 classes extending the modified base class, but bug only showed up in one of them.
Thanks for . Simply renaming the variable and recompiling fixes it.
Thanks! your method definitely works better than the re-parenting palaver.
It is Unreal that problem is ongoing since very early versions of Unreal engine 4 to recent versions of Unreal Engine 5… Pun definitely intended!
TL;DR: I tried your method renaming the component and the whole editor was crashing again…
Yesterday, I added an UActorComponent to my ACharacter derived class , implemented functions everything worked fine. Today I wanted to proceed my work, I opened the Blueprint and the Editor crashed with a 8000+ lines error message, something with “PropertyEditor”.
I spend 1,5 h removed all potential changes until I was able to open the Blueprint again without crash the editor. Than I put everything back into place up the point it was initially when it crashed. Now the details panel was missing. I tried your method renaming the component and the whole editor was crashing again.
Reparenting helped finally.
What the heck Epic Games. error is slowing down developers for more than 7 years now!
It’s so silly, but worked like an absolute charm!
Can confirm that worked for me as well. Thanks
I got in 5.1 when I changed the parent from actorcomponent to scenecomponent. My way to fix was to change the Category name.
Just got hit with issue…
I have a Character C++ class, it has a bunch of hitboxes. The hit boxes get attached in the C++ CTOR(). Each hitbox has a UPROPERTY()
After several weeks, I decided I didn’t like the variable names any longer. I went into C++, renamed them. Rebuilt project, come back into the character blueprint.
From there, my details tab went blank on every single hitbox.
I tried several different things.
Renaming the variables back… Nope
Deleting intermediate folder, saved folder, regen project files… Nope
Commenting out the UPROPERTY() on each hitbox, recompile… Nope
Using GIT to revert back… Yep!
Guess those variable names are staying the as they were for now.
same , reparenting and back did the trick
Thanks, is a perfect solution for me!
If you like renaming a lot in unreal, you should consider looking also into Core Redirects Core Redirects | Unreal Engine 4.27 Documentation
Some IDEs, like Rider, will suggest to do these for you.
Ran into this in 5.2.1, so this seems to still be an ongoing bug. This (russwb) method worked for me. Actually all I did was:
- Close the editor
- Rename the variable in C++
- Recompile in Visual Studio
- Re-open editor to verify the changes. At this point it seemed to have fixed, albeit with a different name
- Name it back and recompile + reopen
This bug is so annoying!
Happened to me 2 times already and I just started new project.
All those easy fixes does not work for me and reparenting is a no-go because I don’t want to reset my data. At this point it won’t be that painful, but what if it happens later along the development? WTH epic?
bug is ruining my life
Thank you sir! Good to know! tldr - Reparent fixes it and epic isn’t going to fix this “bug.”
this problem are still reproduced in unreal engine 5.3.2, so sad…
Best and only permanent solution. Doing this fixed 4 of the bugs and errors of my project.
Also you don’t have to set your variable null in c++ construction and you can set your component in your c++ variable in the blueprint construction.
Happy it helped and you’re right, you can do it the way you mentioned as well.
I can’t believe this is still and issue with no official documentation explaining.
Me too. This thing has suffered our team for years.