I’m having issues with some parent and children Blueprint interaction.
I have a Parent weapon base class with a collection of variables (floats) that control Rounds current, Spare rounds, Reload time, etc…
When I make a child BP of this class and try to modify these variables (Rounds current, Spare rounds, Reload time) inside the child BP (to create the individual weapons) inside of the “Class Defaults” section, they aren’t applied when I actually run the editor and they just default back to the value set in the parent class (Default 0).
There is a temporary work around where in the child BP I expose the variables from the parent and then manually set them but re-setting all the variables I have in my base class get super tedious and defeats alot of the purpose of making the base class in the first place.
If anyone has a fix for this any help would be appreciated.
I create a child class for individual weapons off of a master base class just like you but then when I open the child BP I just go to “Class defaults” and change the variables directly through there. It’s worked for me so far doing this when I update texture variables for use in my widget BP.
Ok so a bit of testing and what I did was set them manually in the editor of the child blueprint off of “Begin Play” which made it work as I described in the OP then I ran the editor:
after stopping the editor I deleted the nodes off of “begin play” and tried to edit the class default values again and it seems to have worked:
I’m not sure why this seems to be fixing the issue…? Almost as if I’m unsticking the variable.
In any case thank you for walking through this with me.