Data destroyed when modifying underlying struct

Hello,

4.12.5 - old problem still destructive

Symptoms: Upon adding new item into an underlying struct, all blueprints using this struct gets resetted to default values.

Our case:

Struct called ItemDefinition is used as a public variable in BaseInventoryActor (derived from Actor).

We then use BaseInventoryActor as a parent for all inventory items (around hundred of these), each having their ItemDefinition structure filled to suit the concrete item needs.

When I extend struct ItemDefinition by adding a new variable, I am forced to recompile BaseInventoryActor which in turn reverts all hundred items (child classes) to their default values. At this point the only solution is version control revert so the data are not lost.

Is this issue tracked / fixable or should we use external tables to save at least some of the data outside the editor scope?

How do you solve these issues?

Thanks!

Hi metamorphium,

This is a known issue and is in our system as UE-32965. Unfortunately, I do not have a deadline of when a fix will be implemented, however I have updated the bug report to reflect that additional developers are experiencing this error.

Hi , thank you for letting me know. I’ll keep hoping for a fix, then. :slight_smile: