Hey! Total Unreal newb here, but having an issue I can’t find a solution for.
I have an Actor component I wrote in c++ and attached to the VR Pawn blueprint from the Unreal VR game base.
Here are the properties:
/// <summary>
/// The replicated world transforms
/// </summary>
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VRPartyGame")
TArray<FComponentReference> ReplicatedWorldTransforms;
/// <summary>
/// The replicated relative transforms
/// </summary>
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VRPartyGame")
TArray<FComponentReference> ReplicatedRelativeTransforms;
/// <summary>
/// The update frequency ms
/// </summary>
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VRPartyGame")
int UpdateFrequencyMS;
The problem is, when I use the blueprint editor and set UpdateFrequencyMS and add components to the arrays, as soon as I close Unreal and reload, there is nothing saved in those values anymore in the editor.
I’ve tried everything, hit save in blueprint editor, hit compile, save in the Unreal editor, no matter what I do the values never persist after a restart…
Bug in Live Coding Compiler (compiler within the Unreal window). Work around: Make the blueprint property changes in the Unreal editor property window and then close the unreal editor. Build the CPP and h files inside of VS or VS Code (Build>Build Solution)… and after its built, reopen the unreal editor and the changes should be preserved. Source: Sam Pattuzi.
Hi! I had a similar problem. I created a component in C++ with several properties, which were initialized in the declaration. I added the component in a blueprint and set a different value for the properties, but every time I closed the editor, the property value was reset to default. Later I realized that, when I changed the property’s value in the editor, the blueprint DIDN’T show the “*” in the title, with means it didn’t recognize a change was made in the data.
The solution for me was to force the save by changing the component name in the blueprint. This does make appear the “*” in the title. Save and close the editor, and when open, the component was not in the blueprint. I added again and after that problem was solved.
I was using UE 5.3 and the component and property specifiers were:
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class PASSTHROUGHHT_API UTestComponent : public UActorComponent
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName AutoregisterPrimitiveTag = TEXT("testingtag");