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Spline component not editable in viewport. Is this a bug?

I have two classes.

UTestComponent ← A scene component that creates a spline and attaches it to itself.
UTestActor ← an actor that creates for it a root scene component and a spline component attached to it.

The final structure is the same in both TestActor and if I create an empty actor and add the TestComponent to it.

Code in the component constructor:


    path = CreateDefaultSubobject<USplineComponent>("Spline");
    path->AttachTo(this);
    path->bEditableWhenInherited = true; 

Code in the Actor constructor:


    Root = CreateDefaultSubobject<USceneComponent>("RootCompt");
    spline = CreateDefaultSubobject<USplineComponent>("Spline");
    RootComponent = Root;
    spline->AttachTo(Root);
    spline->bEditableWhenInherited = true; 

In the actor class the spline points are selectable and editable,

BUT if I add the testComponent to an empty actor, even when the structure is the same, the spline is not editable, I can’t select the points, but I can see the curve.

Is this a bug?

[EDIT] And yes, the curve has UPROPERTY(EditAnywhere) and I can modify the data from anywhere. But I can’t select the control points.

And yes, the curve has UPROPERTY(EditAnywhere) and I can modify the data from anywhere. But I can’t select the control points.

I have same problem!
Unreal 4.22 version