# Data Asset usage breaks Blueprints on engine restart

**URL:** <https://forums.unrealengine.com/t/data-asset-usage-breaks-blueprints-on-engine-restart/393541>\
**Category:** Blueprint\
**Tags:** data-asset, restart, unreal-engine, bug-report, CPP, Blueprint, question\
**Created:** [May 13, 2017, 10:41pm UTC](https://forums.unrealengine.com/t/data-asset-usage-breaks-blueprints-on-engine-restart/393541 "2017-05-13T22:41:42Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![zale90](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zale90](https://forums.unrealengine.com/u/zale90)\
**Post date:** [May 13, 2017, 10:41pm UTC](https://forums.unrealengine.com/t/data-asset-usage-breaks-blueprints-on-engine-restart/393541/1 "2017-05-13T22:41:42Z")

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I created a simple Data Asset with a few vars.  
This Data Asset is used in a function as a parameter and an array.  
It works fine actually if I try to use it, but once I restart the engine all uses of the DA change to “Object references” which breaks the whole Blueprint: Variables of the Data asset and Arrays of the Data Asset are suddenly objects and all node connections too, which then in turn cause errors obviously.

Here a simple function for example - before and after an engine restart:

 ![137873-dataasseterror.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/c/e/6ce7af250f60de93c9bb637e40eb71670e8bdd7d.png)

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**Author:** ![Sean\_Flint](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sean\_Flint](https://forums.unrealengine.com/u/Sean_Flint)\
**Post date:** [May 15, 2017, 5:41pm UTC](https://forums.unrealengine.com/t/data-asset-usage-breaks-blueprints-on-engine-restart/393541/2 "2017-05-15T17:41:18Z")

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Hey zale90,

I’ve tested this in a clean project using a Blueprintable Data Asset C++ class as my variable type, and I’m not seeing the same results. When I restart the project, my data asset variables are not being reset to Object References.

Could you reproduce this issue in a clean project and provide me with a detailed list of repro steps I can use to see the issue on my end?

Thanks

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**Author:** ![Sean\_Flint](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sean\_Flint](https://forums.unrealengine.com/u/Sean_Flint)\
**Post date:** [May 19, 2017, 6:40pm UTC](https://forums.unrealengine.com/t/data-asset-usage-breaks-blueprints-on-engine-restart/393541/3 "2017-05-19T18:40:36Z")

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I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread.

For any new issues, please create a new Answerhub topic.

Have a great day

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**Author:** ![zale90](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zale90](https://forums.unrealengine.com/u/zale90)\
**Post date:** [May 19, 2017, 10:54pm UTC](https://forums.unrealengine.com/t/data-asset-usage-breaks-blueprints-on-engine-restart/393541/4 "2017-05-19T22:54:27Z")

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Sorry for the late reply, have been really busy.

I created a clean project with the same Data Asset and a pretty much equal Blueprint with not problems after a restart.

I “fixed” it in my other project by loading the project’s module earlier: Changed LoadingPhase from “Default” to “PostConfigInit” but this causes problems with other plugins.

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**Author:** ![Sean\_Flint](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sean\_Flint](https://forums.unrealengine.com/u/Sean_Flint)\
**Post date:** [May 23, 2017, 2:10pm UTC](https://forums.unrealengine.com/t/data-asset-usage-breaks-blueprints-on-engine-restart/393541/5 "2017-05-23T14:10:21Z")

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Unfortunately, without a repro case, we are unable to take any further action on this issue. If you are able to determine a repro case in the future, feel free to leave a comment to reopen this thread.

Have a great day
