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?
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