Spawning a blueprint that specialises an actor, with a c++ ActorComponent added to it, will fail to replicate the added component.
Expected behavior
According to the docs and discussions with the team, ActorComponents added in this way should replicate properly.
Current behavior
The ActorComponent on this blueprint will not be managed by SpatialOS and it will not be replicated to the client. This can be observed by noting that the component is not mentioned in the Inspector breakdown of the spawned actor.
Connect clients and note warnings similar to the following:
[improbable.bridge.logging.EngineLogMessageHandler] [Worker: UnrealWorker5F6F8A35461C4C67A6C5A994E7B46699] Tried to generate initial replication state for an invalid sub-object (class SimpleBlockComponent, sub-object SimpleBlock, actor SimpleBlock_C_96). Object may have been deleted or is PendingKill. -[WorkerLogger:Unreal]
In the inspector, note that the spawned objects do not have MyComponent.
Description
Spawning a blueprint that specialises an actor, with a c++ ActorComponent added to it, will fail to replicate the added component.
Expected behavior
According to the docs and discussions with the team, ActorComponents added in this way should replicate properly.
Current behavior
The ActorComponent on this blueprint will not be managed by SpatialOS and it will not be replicated to the client. This can be observed by noting that the component is not mentioned in the Inspector breakdown of the spawned actor.
Possible solution
In SpatialGDK/Public/Schema/UnrealMetadata.h:
Steps to reproduce
Provide an unambiguous set of steps to reproduce this bug. Include code snippets if relevant.