Blueprint reverts after restarting editor

I am unable to permanently change this construction script.
I change it to Lifespan variable, compile and save. After restarting the editor, it is back to Initial Life Span.

Log from when starting the editor:

LogInit: Version: 4.7.3-2479750+++depot+UE4-Releases+4.7
LogInit: API Version: 2455222
LogInit: Compiled (64-bit): Mar 15 2015 23:20:45
LogInit: Compiled with Visual C++: 18.00.21005.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.7
LogInit: Command line:  
LogInit: Base directory: C:/Program Files/Unreal Engine/4.7/Engine/Binaries/Win64/
LogInit: Rocket: 1
LogTaskGraph: Started task graph with 3 named threads and 6 total threads.
LogOnline:Warning: No default platform service specified for OnlineSubsystem
LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
LogInit: Object subsystem initialized
LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleRule = ShortestSide'
LogConsoleResponse:Warning:   Found in ini file 'C:/Users/wiger_000/Documents/Unreal Projects/Robotspelet/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)'
LogConsoleResponse:Warning:   Found in ini file 'C:/Users/wiger_000/Documents/Unreal Projects/Robotspelet/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
LogConsoleManager:Warning: Console variable 'r.MSAA.CompositingSampleCount' wasn't set (Priority ProjectSetting < Scalability)
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: FREDRIKPC
LogInit: User: Fredrik
LogInit: CPU Page size=4096, Cores=4
LogInit: High frequency timer resolution =3.517738 MHz
LogMemory: Memory total: Physical=15.9GB (16GB approx) Virtual=131072.0GB
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 46.73 MB used, 46.73 MB peak
LogMemory: Process Virtual Memory: 26.45 MB used, 26.45 MB peak
LogMemory: Physical Memory: 4974.34 MB used, 16330.43 MB total
LogMemory: Virtual Memory: 292.77 MB used, 134217728.00 MB total
LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 670 (Feature Level 11_0)
LogD3D11RHI: Adapter has 1985MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory, 1 output[s]
LogD3D11RHI: Found D3D11 adapter 1: Microsoft Basic Render Driver (Feature Level 11_0)
LogD3D11RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory, 0 output[s]
LogD3D11RHI: Chosen D3D11 Adapter Id = 0
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogTextLocalizationManager: The requested culture ('sv_SE') has no localization data; falling back to 'en' for localization and internationalization data.
LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:Save_ToolTip):
Resource: (C:/Program Files/Unreal Engine/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-29098895) String: (Saves the current level to disk)
Resource: (C:/Program Files/Unreal Engine/4.7/Engine/Content/Localization/Engine/en/Engine.locres) Hash: (-1280300587) String: (Save selected data to vlog file)
LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:ContentBrowser, Key:ImportAssetToolTip):
Resource: (C:/Program Files/Unreal Engine/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-630476809) String: (Import to {0}...)
Resource: (C:/Program Files/Unreal Engine/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (1271782899) String: (Imports an asset from file to this folder.)
LogContentStreaming: Texture pool size is 0.000000MB
LogTargetPlatformManager:Display: Building Assets For Windows
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.04s 44MB C:/Users/wiger_000/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/wiger_000/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../../../../Users/wiger_000/Documents/Unreal Projects/Robotspelet/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/wiger_000/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf'
UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogSourceControl: RunCommandInternalRaw: 'git version'
LogSourceControl: RunCommandInternalRaw: ExecProcess ReturnCode=2 OutResults=''
SourceControl: Info Source control is disabled
LogObj: 24231 objects as part of root set at end of initial load.
LogUObjectAllocator: 5136440 out of 0 bytes used by permanent object pool.
LogEngine: Initializing Engine...
LogInit: XAudio2 using 'Hörlurar (2- High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogAIModule: Creating AISystem for world NewWorld
LogDerivedDataCache: Saved boot cache 0.02s 44MB C:/Users/wiger_000/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogAnalytics: Creating configured Analytics provider AnalyticsET
LogAnalytics: ET APIKey = Rocket.Release. APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.7.3-2479750+++depot+UE4-Releases+4.7
LogAnalytics: ET APIKey = Rocket.Release. DataRouterUploadURL = https://datarouter-public-service-gamedev.ol.epicgames.net/datarouter/api/v1/public/data. AppVersion = 4.7.3-2479750+++depot+UE4-Releases+4.7
LogAnalytics: SetUserId 185da6194c99cccd6642c3bccc33c9fc|6f2f0e5dff6d44549e9529cbdd996685|3dd7d713-642d-4ff9-8eb5-b07b84d6ad27
LogAnalytics: AnalyticsET::StartSession [Rocket.Release]
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LogAssetRegistry: FAssetRegistry took 0.0109 seconds to start up
LogDirectoryWatcher:Warning: Failed to begin reading directory changes for ../../../Engine/Plugins/Experimental/CharacterAI/Content/. Error: 0
LogTargetPlatformManager:Display: Building Assets For Windows
LogTargetPlatformManager:Display: Building Assets For Windows
LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Editor/Slate/Fonts/Roboto-Regular.ttf'
LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Editor/Slate/Fonts/Roboto-Bold.ttf'
LogCook:Display: Done creating registry. It took  0.00s.
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE="../../../../../../Users/wiger_000/Documents/Unreal Projects/Robotspelet/Content/Maps/Map3.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000755DC48680
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogAIModule: Creating AISystem for world Map3
Cmd: MAP CHECKDEP
MapCheck: New page: Map3 - Mar 28, 2015, 11:50:16 AM
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 91.083ms to complete.
LogFileHelpers: Loading map 'Map3' took 4.051
LogCollectionManager: Loaded 0 collections in 0.001455 seconds
LogContentBrowser: Native class hierarchy populated in 0.0093 seconds. Added 1696 classes and 261 folders.
LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0019 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogSlate:Warning: Failed to load font data from 'Veranda'
LogUObjectGlobals:Warning: Failed to find object 'Class None.'
LogLoad: Full Startup: 15.04 seconds (BP compile: 1.68 seconds)
LogContentBrowser:Verbose: The content browser source was changed by the sources view to '/Game/Blueprints'
LogRenderer:Warning: Reallocating scene render targets to support 32x32 (Frame:2).
LogRenderer:Warning: Reallocating scene render targets to support 1144x688 (Frame:6).
LogAssetRegistry: Asset discovery search completed in 15.7360 seconds

Hi Wiggan,

Just to clarify, are you renaming the Variable or are you replacing it with a new Variable entirely before it reverts?

Hi Wiggan,

We haven’t heard back from you in a few days, so we are marking this post as resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with the additional information I requested above.

Cheers,

TJ

Hi!

Sorry about not getting back to you. I have a theory, by naming my variable lifespan, it’s eclipsed by an internal variable with the same name. The thing I do in the pictures there is to replace it with another variable. I place Lifespan, my variable, instead of initial life span, but it’s initial life span once again after restarting the editor. When I gave my own lifespan variable another name it started working again.

Yeah, you are correct. Lifespan is an existing Variable in code. The editor changes it to Initial Life Span to keep it from conflicting. It does this in previous versions of the editor as well. I would use a completely custom variable name in this case.

It would be nice with a warning of some kind when creating a conflicting variable. As a blueprint-noob one doesn’t necessary know what variables there are under the hood. :slight_smile: