Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Devices
Summary
A Custom Device cannot link to a class/struct that links to another Custom Device.
Links to a built-in Fortnite device maintain their links, only custom devices cause the issue
After initial setup, the link to the editable will either clear on building Verse Code, on project close/reopen, or when transitioning to runtime (which results in the leaf custom device having default values, not linked/representing the actual linked instance)
Steps to Reproduce
- Create a custom device named leaf_custom_device and add an editable integer with default of 0
- Create a custom class (unique, concrete) named custom_class that has an editable of a leaf_custom_device object
- Create a custom device name root_custom_device that has an editable of a custom_class object
- Drag a root_custom_device and leaf_custom_device device into your scene
- Set the leaf_custom_device instance’s integer to a non default value (e.g. 5)
- Set the editable link in root_custom_device to the instance of leaf_custom_device in your scene
- Add logging print statements to the OnBegin for both custom devices to print out the value of the integer within leaf_custom_class
- Save the scene
- Close the editor entirely
- Reopen the editor and load your project
- Observe that the link in root_custom_device to the leaf_custom_device has been cleared
- Readd the link and save the project
- Start a session and observe the custom logs : root_custom_device prints a value of 0, leaf_custom_device prints a value of 5
Expected Result
All editor-based @editable links maintain their connection on project save/load and when transitioning into runtime
Observed Result
The link to the leaf custom device is lost on project unload/load and also when transitioning into runtime
Platform(s)
PC, UEFN editor
Additional Notes
Happy to provide the sample code or project if it helps.
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