I’m using c++ and inherit my pawn from character and create a blueprint with it ,when the chraracter dies , i set the mesh to simulate physics, I do all these logic in c++ and game runtime ,but next time when i re-play in PIE,the character simulate physics on start up,I found the reson is that my default value in blueprint get changed to simulate physics,this is not what i want ,why runtime value save to my blueprint’s default value,this is only one case , I also has the same problem for other variables,can some one help me out please? engine version 5.0.3 inisalled from lanucher
show relevant code?
![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/9/d/b9d3ae5822b2981993931543aad41f3d678e798c.png)
1.Declare the death state variable
2.initialize it in constructor and asgin it with “not dead” value
3.when the character dies , finally i set the value to “death finished”
4.open up the bluepprint ,it dose recognize that this is not the dafualt value which i assigned in constructor and tagged it with a little arrow icon,but it not set to default value “not dead” which is expected , new created blueprint with no node at all
i’m realy confusing about this , may be it’s bug or something else causing this?
problem solved , i called the start death twice by mistake,that’s actually make this happen…
pretty wired