Please stop removing features.

I’ve just updated my project from 5.2 to 5.3 and it’s completely broken. Looking into the problem reveals that the Expose on Spawn option for whatever reason was completely removed from structures. I used this for things like assigning item data to widgets as they spawned without needing to manually set each variable everytime I spawned the things. All I have to say is wow. Each update the engine takes steps in another area but makes the whole process everywhere else just a little more inconvenient. And if I’m mistaken, please let me know. I’d love to see that Expose on Spawn is still there somewhere in the engine but I can’t find it.

If you’re in development, STAY ON THE SAME VERSION. There’s too many variables to keep track of if your project is not simple.

Things will be deprecated, renamed, replaced.

you ought to make two separate threads in order to get help with the actual problem you are facing.

there is two things here: one a suggestion for the epic developers which has a separate subforum for that, and two, a technical question.

but the technical question is hidden so anybody who might be able to answer probably wont see it.

also just to second the above advice, if you are beyond prototyping your project do not change versions. if you want to test a different version do so on a separate branch from your main so that you can easily roll back.

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for the most part I would extend the above mentioned to updating/upgrading anything about your development environment (even like an OS update could break a dependency leading to a project rebuild)

this is also the reason why for most business to business products there are detailed release notes put out (specifically the section for “Upgrade Notes”)

these do get rather long, and potentially very technical.

for the actual problem at hand:
are these structs defined in C++ or in Blueprints?
for Blueprint defined structs could this be accomplished with a calling Set() with a partial companion Get() for the defaults (there should be some meaningful defaults to structs…)
maybe some kind of factory to create these structs if the default values, in combination with Get() => Set() to build these structs

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Lemme update the situation; I’ve been up for hours working at this and I’ve made some… interesting developments. New structures allow me to turn on Expose on Spawn strangely while every old blueprint that had it on before the update lacks the option entirely, still shows up on the spawn node, but doesn’t pass any information through. So I assume it’s an issue with the variable or the blueprint, maybe Expose on Spawn was “renamed” or changed in the code so any old objects using it are technically using deprecated code. I dunno. Whatever the case I can work around it, and thank you guys for the tips. We do have a back-up but we were hoping to update and fix ANOTHER problem we had related to crashing when making changes or adding anything to referenced structures.