Hi! If I change the value of an UPROPERTY belonging to an “Actor Component” inside a blueprint and then compile the C++ code all values get reset to the default value specified in the header-file. If I change values of an instance they get kept but all changes inside a blueprint get reset.
For example, if I change the value of “MaxPitch” inside a blueprint to 90 and then compile, it resets to 45.
UPROPERTY(EditAnywhere) float MaxPitch = 45.f;
I’ve tried compiling directly from Visual Studio, inside the editor, having the editor closed when compiling but nothing works. This happens to all my Actor Components and on all blueprints on which they are used.
For AActor classes it seems to keep its values correctly but UActorComponent doesn’t work.
What am I doing wrong?