FText property not updated from blueprints

if you create a custom Actor class in C++

UPROPERTY( EditAnywhere, BlueprintReadOnly, Category=Test )
FText TextValue;

UPROPERTY( EditAnywhere, BlueprintReadOnly, Category=Test )
FName NameValue;

then in Editor create a Blueprint from this class
open the blueprint and set the two properties to “Original” (compile/save)
Place an instance of the blueprint in a map
now change the properties in the Blueprint to “Changed”
select the instance object in the map and view properties

FText = “Original”
FName = “Changed”

i.e. the FText property is not automatically updated – all other types I have tested (FName, int32, bool, etc.) behave correctly but FText properties are not working correctly.

I have seen posts referring to tracked issue UE-20223 which may be related, but the descriptions of how they encounter it are different.

Hello pci,

Thank you for reporting this issue. The bug that you referenced (UE-20223) was in our system as a specific to Text Render Components not being updated in the viewport. Based off the information you provided, they do seem the same bug as I would assume that Text Render Components use FText to store the values. I’ve commented on it to provide your information.

Have a nice day!