Object created with "CreateDefaultSubobject" null after copying blueprint asset in editor

I have an AttributeSet object that gets created in my character’s constructor. If I duplicate a child blueprint asset, the AttributeSet is always null in the copy.
If I rename the variable and rebuild my project that fixes it, but if I duplicate the asset again, the same thing happens. The object is null in runtime and in the editor. This is in 5.3. Any ideas?

UPROPERTY()
UMyAttributeSet* AttributeSet;

... 

AttributeSet = CreateDefaultSubobject<UMyAttributeSet>("AttributeSet");

Kinda known issue that, iirc, won’t be fixed. You can read more about it here, tldr: spawn attribute set at runtime instead of in constructor or just deal with the fact you can’t copy those blueprints

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