One of the Variable of the “MoveData” is a structure “Move combo” with 4 variable of type “MoveData”
(so, each movedata is referencing up to 4 other movedata)
I use it to have each attack of my player to be able to combo on 4 other moves. (so, combo 1_1 have a reference to Combo1_2 and to GS_1, 2 other movedata)
and when i restart the editor, the move combo are something just back to “none”
Hi, I had the same problem as you, some of the data assets kept reverting to their default values when the editor was restarted (I should mention that I only do blueprints).
After searching, I think I have something. It seems that the problem occurs when you put a Data Asset as a variable within another Data Asset and the first Data Asset is referenced several times in this way.
My example: I have objects that I would like to drop resources when we destroy them. In my case, I would like my resources to be Data Assets. A DA_Metal, DA_Glass, DA_Plastic, etc… which all inherit a dedicated PrimaryDataAsset (PDA_Ressource). In these I have data that is specific to each type of resource (I won’t go into detail).
Then, for each destructible object, I make a DataAsset with its own PrimaryDataAsset too (PDA_Object). So for two objects, I have a Data Asset “Object1” and a Data Asset “Object2”. In the latter, I have a map variable named “resources” with the type of the resource as input (PDA_Ressource) and an integer as value. I come to choose the type of the resource and the amount of the resource that the object leaves on the ground.
Well, from then on, I noticed that my resources in the form of Data Asset had their values reset to zero on restart if and only if the Data Asset was referenced in both objects at the same time. If it was referenced only once or not at all, the values were retained.
My exploration of the problem ends here. I will just review the organisation of my assets a bit. Hopefully this will have helped you.