Every time i relaunch UE4, one of my blueprints somewhat resets. It doesn’t matter how many time i save the blueprint after editing it, it always reverts to default values after restarting. It also doesn’t matter if I compile, save, or even launch the game, it still resets, I have also reinstalled unreal engine to see if that was the problem.
one of my blueprints somewhat resets
You will need to disclose more details that that.
Perhaps there’s something in the Construction Script that keeps firing? Perhaps another blueprint manipulates its data.
Can you provide more info? Ideally a concrete example.
I have a data structure with several variables in that i then apply to every item that can be stored in my inventory, I have a blueprint structure like below,
- BP_Item_Master
- Child of BP_Item_Master: BP_Weapon_Master
- Children of BP_Weapon_Master: all of my weapons.
Whenever i relaunch the editor, the BP_Weapon_Master, and 3 of its children, have the default values from BP_Item_Master, rahter than their specific values. The only 3 values that change are ‘Name’, ‘Description’, and ‘Thumbnail’, the first 3 variables.
There’s nothing in any construction script or another blueprint that’s affecting it as this is actually happening in the editor, as well as when I launch the game
All right; inheritance & structs not maintaining set values on children blueprints. Heard that before.
The only 3 values that change are
‘Name’, ‘Description’, and
‘Thumbnail’, the first 3 variables.
- the ones that reset, are they perhaps a part of another, nested struct? Or just a bunch for floats, ints, bools
Does the struct hold an actor reference?
Ok, cool! Consider converting your comment into an answer - perhaps someone will stumble upon it at some point!
Good luck with the rest.
No, theyre all their own strings, and images. I have just fixed it now, the only thing that I have done differently is that I gave the BP_Weapon_Master values for the 3 values, before I just had them as blank as they did not need it. There were 2 other variables that did it too, but this seems to have fixed them. Thanks for your help though