Serialization Bug or Limitation ?

Hi, I have encountered this problem, when using a custom device class to hold and editable of a common class that references another custom device this references can be “set” in the editor but when testing in a session is defaulted as if it was set to “none”.
Code to test this:

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }

serialization_test := class(creative_device):
    @editable
    RefClass : reference_class = reference_class{}

    OnBegin<override>()<suspends>:void=
            Sleep(0.2)
            Print("OnBegin from serialization_test:")
            Print("Ref Class Name: {RefClass.Name}")
            Print("Name: {RefClass.CustomDevice.Name}")

reference_class := class():
    @editable
    Name : string = "DefaultName"
    @editable
    CustomDevice : custom_creative_device = custom_creative_device{}

custom_creative_device := class(creative_device):
    @editable
    Name : string = "DefaultName"

    OnBegin<override>():void=
        Print("OnBegin from custom_creative_device:")
        Print("Name: {Name}")

Drop the 2 devices in the editor, set the references, and change the default names to something else.
Once you go to test it in a session. The name is reflected in both the reference class and custom device but the CustomDevice inside RefClass is not the one on the editor.
Editor Setup:


Log Output:

Thanks

@Chookity_pak Thank you for your report! Since this is an old thread, can you please re-post using the “New Issue” option on the Issues and Bug Reporting forums? Posts with this feature are connected directly into our development team so we can quickly get to them!

For more information, such as how to get the reference ID, please check out the article here: Using the Creative and UEFN Bug Reporting Form

Thanks for the reply, here is the new post Serialization Bug - General / Issues and Bug Reporting - Epic Developer Community Forums