In 36.00, when preparing a Class to be handled as an Editable variable and using that Class in an array, if you copy the element at Index 0 to another index, changes to the parameters of Index 0 and the copied index become synchronized.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
Create a VerseDevice using the snippet provided in the thread.
Add two indices to the array variable.
Right-click on the first index, select āCopyā, and paste it to the second index.
Expected Result
The parameters of Index 0 are copied, but changes to each index remain independent.
Observed Result
The parameters of Index 0 are copied, but from that point onward, changes to each index affect the other.
Platform(s)
Windows 11
Video
Additional Notes
It appears that this issue does not occur with regular arrays, and only happens when a Class is treated as Editable. Therefore, the synchronization occurs even when itās not part of an array.
We also had this problem, I was going to post this as a bug but hadnāt got around to it. Easily repoād if you just make an array as an editable of a device, duplicate the device, fill one array up and then copy that from the device and paste in the other. The two will sync up now.
Thank you GrameBB,
Iām glad to know Iām not the only one experiencing this!
This is just out of curiosity, but what types of variables did you test with?
In my case, I tried using basic types like Int and Float separately from the Class, and the issue didnāt occur with the regular types. It only seemed to happen when the variable was wrapped in a Class.
If the issue also occurs with Structures or other types, that could be useful information to know.