The actor component Bug

This from what i’ve researched seems to have been a bug dating as far back as 2015 and epic hasn’t done anything about it. So my actor component has nothing showing in its details panel in my actor’s blueprint.

#pragma once

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "WeaponHandling.generated.h"


class USoundCue;

UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class WEAPONHANDLINGMODULE_API UWeaponHandling : public UActorComponent
{
	GENERATED_BODY()

public:

	UWeaponHandling();
	
	void WeaponFire();

protected:
	// Called when the game starts

	virtual void BeginPlay() override;

public:
	// Called every frame
	virtual void TickComponent(float DeltaTime, ELevelTick TickType,
	                           FActorComponentTickFunction* ThisTickFunction) override;

private:
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = "true"))
	USoundCue* FireSound;
};

this is my weapon handling component in my Weapon handling module and i forward declared it in my actor’s .h file

	UPROPERTY(Category = Combat, VisibleAnywhere, BlueprintReadOnly, Meta=(AllowPrivateAccess="true"))
	class UWeaponHandling* WeaponHandling;

attached it to my actor in the actor.cpp file

	WeaponHandling = CreateDefaultSubobject<UWeaponHandling>(TEXT("WeaponHandlingComponent"));

but in my details panel nothing from the weapon handling component shows up

and till now no one seems to know what the problem is nor has there been any viable solution to this problem

I also don’t see parameters for components created using C++, even if they are attached to a root component :upside_down_face:

I meet the bug , too … but dont know the reason

My current fix for it is changing the class group from custom to something else. It works most of the time. And for me this problem only happens when i’m attaching a custom component from a module i make, if i have the component in the default game module that is created with the project it works just fine