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.