Yep. Hasn’t been fixed.
What’s worse is apparently they can’t reproduce it.
They can reproduce it. They have a sample project and the steps to reproduce.
This issue still occurs in 4.15 preview3
I get this now into 4.15, but also had such problems in older versions. This is really anoying, if you loose all values to be replaced with default setup, into all instanced bps. You can loos hours of work with this.
So, is there a solide solution, so Instanced BPs/classes dont get replaced by default?
This happen in every version! And i think, if you cant fix this annoing bug, then pleas let new ppl know about this, so they don’t think they doing some thing wrong!
But i think, you really should fix this problem, about it break the system of inheritance (parent/child).
If you create a larger game, you end up with loosing a lot of developing time, just about this bug.
I can’t say how many time i used to fix all my lost values into a large world, every time i changed some thing into the parent, and some times without change any thing. UE4 is really a great engine ! But such bugs should not exist!
Hopefully we will see a bug fix about this, or a usable solution.
Thanks!
yup, ran into this today. i can create child actors, save, close, and mesh/camera settings are blank.
parent works fine. i can consistently reproduce this with my project. it just started happening though after months of work.
Check out this link from 110705-propertybugrepro. (19 KB)
I heard, if you convert the parent BP to C, the issue don’t hapen. About it seems into C it work properly.
It also seems to work, if you dont change anything into the parent BP. But who knows, that he never need to add more code? So, the only solution i know, atm, is to convert the BP to C.
I heard, if you convert the parent BP to C, the issue don’t hapen. About it seems into C it work properly.
It also seems to work, if you dont change anything into the parent BP. But who knows, that he never need to add more code? So, the only solution i know, atm, is to convert the BP to C.
Still happening in 4.15, noticed it happens on any editor crash. I have a respawn actor set in the world, main enemy has respawn area which is set on children in the world. After the crash all children’s respawn actors are set to “None”.
Reporting from UE V4.18.2 Happens every time i restart the editor. I got a widgetBP i set the tool tip widget to some UI i created and works OK. After restarting the editor the option is reset and have to do it all over again. It only resets the specific option on the widget not everything else…
UE 4,18,3 the bug is still present…
the way of reproduction is not known to me.
Im on 4.18.3, i have this happening for my weapons occasionally too. Its a pain in a**. It also happens a few times for my AI. The only thing i can see in common with these, are that they’re inheriting from a baseclass.
The worst part is, that i’ve gotten reports from some of my testers, that even on a packaged game, it sometimes happen.
This is a serious game breaker, and should not in anyway be marked as solved.
Is it seriously not possible to get someone to escalate this issue and take a deeper look at tracking down the issue? I mean, from all the info in the previous posts, it seem obvious to me, that there’s a bug in how properties are reset for objects inheriting from another object, and then it’s gotta be a matter of maybe a timing issue or something, that a variable internally is having a wrong state which could trigger the reset.
Apparently I don’t have permission to remove the “solved” state…
4.19, bug still alive…
I think that my case is more difficult to debug. All the UPROPERTY members are fine until I package the game. After packaging the game, UCurveFloat property (EditDefaultsOnly, BlueprintReadOnly, with DisplayName meta spec.) inside CustomHUD blueprint actor becomes Null!
4.20 the bug is still on
I think I’m seeing this (or something much like it) while working with Enhanced Input in 5.1.0… I save the input action and all is well until I restart the editor. Then the config is gone. I did this a few times, it continues to inexplicably disappear / get deleted.
This is very troubling, especially since the prototype is just beginning and we cannot proceed with UE unless this is resolved.
GOOD NEWS
I may have found a pattern and a way to prevent this, at least for my case. I have a C++ project, not BP. If you close the project entirely and then build / launch from Visual (which automatically opens the UE editor) then this disappearing info seems to be permanently resolved. After doing this once, you no longer even need to launch this way, you can open the project through the editor and the data is there.
I don’t understand UE well enough to know how this could be possible, but this method prevents the problem we were hitting.