Hi everyone,
I encountered an issue in Unreal Engine that I think could be improved or might even be considered a bug. In my project, I created a float variable called LifeSpan
in a Blueprint for a child actor. After setting the value, saving, compiling, and restarting the editor, I noticed the value was reset to its default. After some debugging, I found that my variable’s value was being transferred to the built-in InitialLifeSpan
property of the actor.
This was unexpected and took me some time to figure out. The main issue is that the editor doesn’t provide any warnings or feedback about this naming conflict. As a result, my custom variable inadvertently affected the actor’s internal functionality, leading to confusion during development.
I resolved the issue by renaming my variable to something unique, but it seems like this could easily happen to others, especially for newer developers. It might be helpful if Unreal Engine could warn users when a variable name conflicts with existing properties or reserve certain names to avoid confusion.
Has anyone else experienced this? If so, do you think this is worth reporting as a quality-of-life improvement to Epic?