Bump, this is an awful issue, my maps contains 2 times more creative_devices than they should.
Another example to show you guys what happens
As you can see the error only shows upon refreshing the map inside UEFN, meaning that you will think that everything is alright when starting your session, but all values are None in game
HUDSections and PersistedValues are <concrete> struct (but same bug happens with classes), the only way to fix this is by replacing them with class(creative_device) instead
Donāt mind the map check error, itās from another thing
Iām facing this issue either. I have a concrete class in order to separate my logic. Theyāre being referenced on my creative_device. Every time I close the map and reopen the reference is set to None.
@MarcosRocha Thank you for your report! Can you please re-post using the āNew Issueā option on the Issues and Bug Reporting forums? Posts with this feature are connected directly into our development team so we can quickly get to them!