Instanced Structs Question

On the editor when changing an instanced struct that is a few levels deep in an array entry it closes the tree hierarchy up to a couple of levels. We do not have any customised details panel so this has to be something within the engine itself; would like to know if this is a known issue and if there are any solutions or upcoming fixes in future engine updates?

We do not have any custom struct handling for those structs that would cause the tree to collapse, unless you are talking about engine modifications that we have done.

Steps to Reproduce
On the editor when changing an instanced struct that is a few levels deep in an array entry it closes the tree hierarchy up to a couple of levels. We do not have any customized details panel, so this has to be something within the engine itself; would like to know if this is a known issue and if there are any solutions or upcoming fixes in future engine updates?

We do not have any custom struct handling for those structs that would cause the tree to collapse, unless you are talking about engine modifications that we have done.

Hi [mention removed],t

I’ve tried to respond to this, but haven’t had success reproducing the issue yet. Have you been able to reproduce it in an empty project? If so, sharing that project would be a big help so we can debug it directly. Any new information you have found about reproducing the case would also be of great help.

These kinds of issues are typically reported here, and I have not found any related case:

https://issues.unrealengine.com/issue/search?q=FInstancedStruct&resolution=&project=&component=&sort=created

I’ll continue trying to reproduce it on my end, as you mentioned there shouldn’t be any custom engine code interfering with this behavior. If I manage to reproduce it, I’ll report it directly to Epic and update the thread accordingly.

Best regards,

Joan

Hi,

Unfortunately I don’t have a repro in an empty project.

Thanks for checking!

Hi [mention removed]​

I haven’t been able to reproduce the issue on my end — even with up to 7 nested entries, everything appears to work correctly. It’s possible that the issue only occurs under specific conditions that aren’t present in my setup.

If you’re able to identify any additional factors that might influence the bug, it would be a great help in narrowing it down.

Also, just to mention — Unreal Engine 5.6 was recently released. If you’re considering upgrading the project, it may be worth checking whether this version resolves the issue.

Best regards,

Joan