Missing USceneComponent Details in UE 5

I recently encountered a strange bug in Unreal Engine 5 (which may also exist in prior versions) where a USceneComponent constructed in C++ does not expose properties to derived Blueprints.

As a result, when this bug occurs, there’s no transform gizmo in the scene.

The Problem

I don’t know the exact steps to reproduce this bug, as I’ve done seemingly the same steps many times without encountering it, but here’s the exact scenario I had when it occurred (I was using Live Coding).

// Header

UPROPERTY(EditAnywhere, meta = (AllowPrivateAccess = true))
USceneComponent* SpawnPoint;
// Constructor

SpawnPoint = CreateDefaultSubobject<USceneComponent>(TEXT("Spawn Point"));

With this property declared and assigned within the constructor, I created a new derived Blueprint class based on it. When opening the Blueprint, the properties sheet was blank, and of course, there was no transform gizmo in the Viewport when selecting the spawn point.

USceneComponent selected, but no properties and no transport gizmo

Workaround

I resolved this issue by closing the UE editor and changing the field name by adding “1” at the end. After compiling and launching the editor, the properties and gizmo were restored. At this point, I reverted to the original field name.

Hopefully, this will be fixed soon, and you’ll never encounter it. However, if you do, I hope this workaround resolves the issue for you (and my future self). My guess as to what caused this was a specific set of C++ changes I made that included header files that conflicted with Live Coding. I probably could have restarted the editor to resolve the issue as well.

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Take care.
Stay awesome.

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