I have a blueprint called headquarters. Every headquarters is assigned to a team - via an enum called “TeamEnum”. The default value of this enum is “NoTeam”.
I place two headquarters in the map and edit their editable and exposed on spawn variables in the details tab of the world editor:
Why not try to create a workaround of sorts.
Assign tags and expose the tag to be edited from the world editor.
Then do a event begin play in the blueprint… and check if tag is Team awesome, set enum value to team awesome.
I only suggest this because tags seem to be very reliable on blueprints… where as i have run into too many issues trying to use exposed variables.
I actually hoped there was a problem on my end, something I did wrong. If exposed variables have issues, that means all my other work could just cease working from one day to the other…
Yeah… i had the same issue with vectors. And in some cases int’s as well. Not sure but i reckon its related to the reason they removed editing components directly from there
at the time of this issue I was using 4.7.3, but now I’m using 4.7.4.
It seems like the issue vanished in the meantime and I haven’t found a way to reproduce it. My blueprints and C++ code is version controlled and even after checking out an old version I couldn’t see the issue.
Either the bug was in the .umap file or it was fixed with 4.7.4. Anyways, thanks for your help!