Knowledge Base: Guide: Investigating Blueprint data loss issues in Unreal Engine

Blueprint data loss issues can be daunting and time consuming to investigate. This tutorial is intended as a primer for default and instance value serialization and a reference for investigating data loss issues in an Unreal Engine project, particularly when a blueprint asset or map actor does not load with the same value as it was saved or if values are reset unexpectedly while using Unreal Editor. Only non-crashes will be discussed.

https://dev.epicgames.com/community/learning/knowledge-base/oEn6/guide-investigating-blueprint-data-loss-issues-in-unreal-engine

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@ZhiKangShao Fantastic read, some really good information here. I do have a question related to section 4.2, I’ve got direct properties/structs/arrays working with reflection but having trouble with components. For context, I’m using an editor utility bp to batch change variables, so I’m not working with actor instances in world. I’m using LoadPackage() to get a class definition and I can print the components name/type but cant access the values of the component FProperties. From the research I’ve done I think my issue is LoadPackage, it sounds like it doesn’t actually load in subobjects only variables. Is there another method of loading a BP from the content browser so that I can access components, or do I need to put an actor instance in the world to harvest that data?

Brilliant article, thanks for sharing!