In particular, I have allowed an int32 value called Seed to be edited anywhere, before creating a new FRandomStream with said integer in the constructor. It appears that no matter what, unless I recompile the code in visual studio, the results are the same, even if I change the value of the Seed in the editor and build/replay from there.
UCLASS(Blueprintable)
class ROGUELITETEST1_API AGeneration : public AActor
{
GENERATED_BODY()
public:
AGeneration(); // Sets default values for this actor's properties
virtual void BeginPlay() override; // Called when the game starts or when spawned
UPROPERTY(EditAnywhere)
int32 Seed = 0;
FRandomStream RandomSeed;
};
AGeneration::AGeneration()
{
RandomSeed = FRandomStream(Seed);
//Code using the random seed
};
Posted the header and the constructor for the .cpp file. Should I declare the variables in other locations, or am I missing out on some significant conceptual topic?