# Having to recreate blueprints on C++ constructor changes?

**URL:** <https://forums.unrealengine.com/t/having-to-recreate-blueprints-on-c-constructor-changes/349607>\
**Category:** Blueprint\
**Tags:** constructors, unreal-engine, Scripting, UE4, CPP, question\
**Created:** [March 5, 2016, 9:52am UTC](https://forums.unrealengine.com/t/having-to-recreate-blueprints-on-c-constructor-changes/349607 "2016-03-05T09:52:52Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![anonymous\_user\_dc33b914](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_dc33b914](https://forums.unrealengine.com/u/anonymous_user_dc33b914)\
**Post date:** [March 5, 2016, 9:52am UTC](https://forums.unrealengine.com/t/having-to-recreate-blueprints-on-c-constructor-changes/349607/1 "2016-03-05T09:52:52Z")

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Hello,

I’m not sure if this has been answered before, sorry if it has - I couldn’t find any threads with this question!

I have been having an issue where any constructor changes to various parent actors in C++ are not updated in already created blueprint actors. I have to recreate the blueprints for the constructor changes to take affect which is a bit of a hassle!

Is there a way to force the changes through the blueprint, or is this a limitation on the Unreal editor?

Thanks!

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**Author:** ![anonymous\_user\_41845f4a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_41845f4a](https://forums.unrealengine.com/u/anonymous_user_41845f4a)\
**Post date:** [March 7, 2016, 2:20pm UTC](https://forums.unrealengine.com/t/having-to-recreate-blueprints-on-c-constructor-changes/349607/2 "2016-03-07T14:20:54Z")

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Hello Fwomp,

I believe this may be related to one of the bug reports I put in recently for a user where variables that were set in the construction script wouldn’t change their value despite any changes made to the construction script. The workaround was to restart the editor so that should work for you if you do so after making your changes. Could you give that a try and let me know the results?

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**Author:** ![ndelchen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ndelchen](https://forums.unrealengine.com/u/ndelchen)\
**Post date:** [June 5, 2019, 11:32am UTC](https://forums.unrealengine.com/t/having-to-recreate-blueprints-on-c-constructor-changes/349607/3 "2019-06-05T11:32:45Z")

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You can right-click the blueprint and select Asset Actions → Reload.  
This seems to recall the constructor.

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**Author:** ![anonymous\_user\_b59c110b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b59c110b](https://forums.unrealengine.com/u/anonymous_user_b59c110b)\
**Post date:** [July 8, 2019, 1:38pm UTC](https://forums.unrealengine.com/t/having-to-recreate-blueprints-on-c-constructor-changes/349607/4 "2019-07-08T13:38:55Z")

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I am also having this issue, and sometimes reloading the asset works, but often times it does not. Neither does restarting the editor.
