Still in 5.1
RightClick->AssetsActions->Reload,also use to Force Reload DataAssets, terrible Bug
Sadly, this still happens in 5.2
We can confirm that this stil happens in 5.2. Child actor doesnât care about instanced values set in the detail window, it resets to a default value once we hit play. The variables are created only in the child blueprint.
If you are using C++ class for your child actor, you have to create blueprint child for your class and then use your BP class instead C++ class it will fix your saving data problem
On an initial testing this (setting âexpose on spawnâ for the variable on the parent blueprint) appears to have solved my experience with the same issue. currently working in UE 5.3
Thanks for the tip! Expose fixed this for me as well. What a horrible bug to exist for this long
Very frustrating issue. Children of my parent bp all got reset. Using a structure in the parent and all info in that structure for the 10-15 child blueprints gets reset every time I open the editor. Setting it to instance editable and expose on spawn in the parent didnât fix it for me.
This is still an issue and not resolved. I submitted a bug report to Epic. Here is how to reproduce:
- Make a new project with the third person kit.
- Make a child of the BP_ThirdPersonCharacter.
- Make a new actor component, add a TestVar (String) with Instance Editable enabled and make the default value âasdfâ.
- Add this actor component to the BP_ThirdPersonCharacter parent (not child).
- Drop a few of the BP_ThirdPersonCharacter_Child into a level.
- Set the value of TestVar differently on each child actor instanceâs component in the level.
- Now recompile the BP_ThirdPerson_Character_Child a few times and then check the TestVar on each child actor instance in the level. They have been reset to the default value of âasdfâ.
That does not seem like expected behavior to me. Maybe Iâve overlooked something here, but itâs unbelievable that this could be in a production ready version of UE and makes me wonder how people are even coding or publishing blueprint-based games at all when common programming paradigms such as loose coupling and inheritance donât work properly. This is an absolute showstopper.
And these are the paradigms we must use to fix other problematic things like hard refs and circular refs, which always âseemâ to be like the source of your problem, but it turns out nope, that wasnât it and those 10+ hours spent overhauling code didnât help because itâs actually an engine bug.
Itâs like the spiderman meme all pointing at each other, blaming some other part of the code for why it keeps breaking, but these guys should all be pointing at themselves for they are the root of the problem.
Issue persists in 5.6, but found a potential fix
Issue:
my destructible props whose model is overwritten in the level reset to the cube on play, though they look fine in editor.
most every interactable in my game is a descendant of a base âworld objectâ actor so I can toggle their tick and their rendering on mass. This issue means that 90% of the blueprints in my level are returning to the default cube.
In addition, the same error seems to cause any blueprints that hold other blueprints within themselves to duplicate their component actors.
Creating a new instance and settings its values in the view port will work as intended though all other actors have the issue.
Fix:
Select a set of broken actors in the outliner; Right click and use âreplace selected actors withâ and select the class that they are in the content drawer, once they are replaced use CTRL+Z, then save. all of the variable overrides should now work in play.
however, this will not fix the duplication glitch as all of the duplicated components will now be unparented in the world.