If I change a struct being used in a data table - it corrupts my blueprints


So I have a struct, I use that struct in a data table. all is fine

If I CHANGE THAT STRUCT by adding a param or changing a data type, where I pull the struct from my get from row gets corrupted, if I close and reopen the editor I see this

to resolve this, I need to break the wire from the get to the struct break and re pull from the get - this is annoying

This is what I see in my logs

LogProperty:Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/UMG/WIDGET.WIDGET:INIT.CallFunc_GetDataTableRowFromName_OutRow’. Unknown structure.

maybe doing this in normal BPs but also inside save game BPs triggers this.

I’m starting to notice the USaveGame is a unique snowflake, lots of issues when you treat it like a Actor