Hey everybody,
I am currently using the Unreal Engine version 5.3.2 for a project and since yesterday I’ve got a problem with components that are generated at runtime. None of them show up in the details panel of the editor anymore, while the actor is selected. It’s driving me nuts.
Since it is a Geometry Script, the components are, for now, created with the EventOnRebuildGeneratedMesh
in the EventGraph
.
The function CreateDebugRootComponent
basically boils down to this after a few hoops, calling the self made macro called SetDynamicMeshComponent
.
The important nodes would be AddDynamicMeshComponent
and AttachComponentToComponent
.
So I tried to debug what’s going on. Does the code itself work? Yes, it still shows the colored floor plan form the first picture. After a few tries, I found a few (older) similar topics, involving a C++ code base and not pure blueprints. The total of steps done looks something like this (not in order and some are done multiple time):
- Saving the progress and restarting the engine
- Rerolling to a prior git version that worked
- Rebasing the blueprint from
GeneratedDynamicMeshActor
toActor
and back again - Deleting the Project.sln, Binaries, Intermediate and Saved files/folders
- Compiled via VisualStudio
- Upgraded to UE5.4.1
- Used another computer
- Dumbed down the issue into a test blueprint
The last two irk me the most, since prior to that I thought it must be an issue somewhere with the GeometryScript, my code or my machine / Unreal Editor settings. To replicate the issue quickly I used the following blueprint scripts, maybe one of you could try it out too and see if they have the same issue or know what’s the source of this sudden new behavior.
I created a blueprint called BP_ActorTest
, derived from the Actor
class, abandoning the GeometryScript for debugging purposes and used a CameraComponent instead. All resulting in the following short scripts.
For the constructor:
And a short EventTick
script to log, what components really are part of the blueprint after creation:
The corresponding console log, which looks like the stuff one would expect:
And visual confirmation that the unexpected behavior still exists:
Any help would be appreciated.