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UE 4.24 : Restarting the editor resets Actor properties

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    UE 4.24 : Restarting the editor resets Actor properties

    Hello,

    I have a project where I procedurally generate an Actor's properties. However, when restarting the editor, some of those properties are always nulled. I believe this is due to my UCLASS specifiers, but I am not sure how to fix it since I require some of them to edit everything inside the editor.
    My structure is as follows :
    Main class, which I spawn in the editor :
    Code:
    UCLASS()
    ProceduralPlanetActor
    
    public : 
       UPROPERTY(VisibleAnywhere, Instanced, Category = "Planet Settings")
            UProceduralPlanetSettings* PlanetSettings;
    Settings class, which controls data input :

    Code:
    UCLASS(DefaultToInstanced)
    class PROCEDURALPLANETGENERATOR_API UProceduralPlanetSettings : public UObject
    {
        GENERATED_BODY()
    public:
        UPROPERTY(EditAnywhere)
            FRandomStream Seed;
        UPROPERTY(EditAnywhere)
            float Radius;
        UPROPERTY(EditAnywhere)
            int32 Resolution;
    
        UPROPERTY(EditAnywhere, Instanced)
            TArray<UNoiseLayer*> NoiseSettings;
    Shortened NoiseLayer.h class and one of its children, since its an abstract parent class :

    Code:
    UCLASS(Abstract)
    class NOISEGENERATOR_API UNoiseLayer : public UObject
    Code:
    UCLASS(EditInlineNew)
    class UValueNoise : public UNoiseLayer
    The only data being saved after restarting the editor is the Seed, Radius and Resolution.
    The array of NoiseLayers is allways nulled after restart.
    How can I change my specifiers to properly save my data ?
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