Hey there everyone! I just started learning how to use Unreal and C++, and I’ve been having an issue. I’m using Blueprint classes that have been created from a C++ class. This class has a few UPROPERTIES in the header file that are set to 0 by default and are used in some function calls in the cpp file.
I have a bunch of copies of the BP class in the game, and I set these values individually through the editor because they are all different. However, after I close the editor, the properties don’t show up until I recompile (I’m using Live Coding), and after I do, they are all set back to 0.
Any idea what I should do here? And sorry if I wasn’t super clear, the terminology in Unreal is still very new to me!
Live coding does some really weird things- especially if you make sweeping changes.
I’d say stuff not saving is the number one most common live-coding issue, just barely surpassing “LIVECODING_01_FWHATEVERSTRUCT”
It’s normally fine to use it to make quicker iterations, but you should absolutely build from your IDE (with the editor closed) before you finish for the day (or before you start the day, either works).
Most live-coding related issues can be solved this way-
So, I turned Live Coding off, set some values on the Editor, and exited the editor. Did a Dev Build through VS Code and re-opened the editor, and the values are saved <3 Thanks a bunch for this, it was starting to drive me mad!