Summary
Editable properties backed by Verse class objects do not always remain independent in Scene Graph. This appears in two related scenarios:
A: Editing a nested property on one placed prefab instance can also change the same property on another instance of the prefab.
B: Copying and pasting an editable class element inside an array can cause the original and copied elements to remain linked.
This creates a risk of silently overwriting unrelated instance configuration.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Scene Graph
Steps to Reproduce
Reproduction A:
Prefab Instances
- Add test_component to a Scene Graph entity.
- Save the entity as a prefab.
- Place two instances of the prefab in the level.
- Ensure only one instance is selected and edit Settings.Enabled in the level Details panel, not in the Prefab Editor.
- Under some circumstances, Settings.Enabled also changes on the other placed prefab instance.
Reproduction B:
Copied Array Elements
- Add an element to Entries using the + button.
- Configure its nested properties.
- Copy that array element and paste it as a second element.
- Change properties on the pasted element.
- Observe that properties on the original element can change as well.
Creating the second element as a new empty element with the + button does not reproduce the issue.
Expected Result
Expected A:
The edited property becomes an override belonging only to the selected prefab instance.
Expected B:
Copying an array element should create an independent deep copy.
Observed Result
Observed A:
The nested property can propagate to another prefab instance even though the parent prefab was not edited.
Observed B:
The original and copied elements appear to retain shared references or shared nested data.
Platform(s)
All
Additional Notes
- Direct scalar properties on the component can remain independent correctly.
- The issue is most apparent with nested class properties and arrays containing class instances.
- No runtime Verse code modifies these values.
- The behavior occurs during editor authoring.
- Explicitly editing the parent prefab is not involved.
- A possible cause is shallow copying or incorrect override tracking for instanced Verse objects.
Workaround
- Do not copy and paste editable class elements in arrays.
- Create new empty elements with the + button.
- Explicitly override the component or outer property before editing nested values.
- Delete and recreate elements that may already share references.
This is critical for complex games!
High data-integrity risk: editing one configuration can silently modify unrelated prefab instances or array entries.