Summary
Sometimes when creating a class that contains my custom creative_device I can’t initialize the field with the device exposed in the scene
That is, I have class A, which contains class B, class B has field C, which contains creative_device(which I wrote). When I try to assign a value to variable C, everything goes fine at first glance, but if I start a session, it won’t use the device I chose, but the standard one.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
Now I have the following case:
test := class(creative_device):
@editable
TestDevices : []test1 = array{}
#some code
test1 := class<concrete>:
@editable
TestDevice : test_device = test_device{}
@editable
JoinZone : mutator_zone_device = mutator_zone_device{}
#some code
test_device := class(creative_device):
#some code
Expected Result
is expected to hold the device from the scene I selected in the array
Observed Result
When I try to make Array element in TestDevices and connect ‘test1’ device from the scene i can’t do that, instead, the default ‘test1’ is substituted, not the one I chose from the scene
Platform(s)
windows