I’ve also tried on a Character but the result is the same
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Wizen AI", meta = (AllowPrivateAccess = "true")) //Tried many combinations
class UAIPerceptionComponent* PerceptionComponent;
PerceptionComponent = CreateDefaultSubobject<UAIPerceptionComponent>("Perception Component");
PerceptionComponent->bEditableWhenInherited = true;
When I create a blueprint derived from the class with the perception component I can’t set “Senses Config” items. I can add to the array but when selecting an item from the list it remains as “None”. However I am able to change the “Dominant Sense” value.
Weirdly, if I Add another Perception Component to the blueprint, I can copy a value from the “Senses Config” list and paste it on the C++ created component and it does appear to be set. But then some of it’s sub properties aren’t editable: “Detection By Affiliation” doesn’t show the dropdown and tick boxes.
For some reason though, the “Detection by Affiliation” checkboxes are still hidden from the blueprint component config, but you can edit their values by copying this to your clipboard
Thank you so much! I spent hours trying to figure out what was up with this weird behavior. Still can’t create or edit existing Senses Config from editor, but at least with your solution I can edit the values in editor.
2022, problem still exist…
Is it bug or some expected behaviour for inheritance?
What can i do if i want set some preset configs in C++ and give blueprint user opportunity to extend perception senses and configs?
Is this problem exist in ue5 too?