Duplicating editable is copying values when changed

Summary

I’m duplicating an editable in an array. When I change a value in the new item it is changing it with the old item too.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

UI/Tools

Steps to Reproduce

Make an array of a concrete class. duplicate an item. change a value in the new item.

Expected Result

The new item should have separate values to the one it was duplicated from.

Observed Result

The values are being copied when changiing.

Platform(s)

Windows 11.

Video

Was about the report that aswell. Can confirm this is a thing. And they even stay connected when restarting uefn/the project

1 Like

The scope of these editables are being exposed globally. Please fix this ASAP all our tycoon system depends on this.

This has been happening to all of my managers! The quick solution now is if you just avoid duplicating and setting everything manually it will work for now!

Can also confirm this happening!

Same here, broke my entire tycoon please fix it

Temporary fix for this is: after duplicating the entry, re-select the type from the drop-down to create a new instance, then manually copy the values from the source entry that was duplicated.

The team is working on a fix.

3 Likes

im not sure what you mean here but from what i understood, it didnt work. Would be lovely if theres a fix for this since its just screwing alot of people with tycoon verse for example over.

So glad there is a fix coming!

Such a nasty bug!

yeah i cant wait! (literally tho)

hey! has anyone found a workaround for this and how is the investigation going?

the only fix i found is using arrays and ofc not duplicating, this works fine u just need to adjust your whole code

ty flak

same

Is there an update on this? The new patch came out today and it’s still not incorporated.

This is a very difficult to deal with bug as its making things that should take an hour-few take days :frowning:

FORT-920932 is ‘Closed’ as ‘Fixed’. The issue will be addressed in 36.30.