I’m losing some values every time the editor starts.
A sub-sub-class of Character has the same mesh as it’s parent (the sub-class of Character) and it seems to default to the grandparent’s default (None) when the editor is loaded.
Setting a different mesh in the grandchild solves the problem.
This also happened with the transform settings. Setting them slightly off from the parent solved the issue.
Is this an issue with Unreal’s Default/Inheritance system?
Is Epic looking into solving it?