Summary
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”.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Devices
Steps to Reproduce
Drop the 2 devices in the editor.
Set the references
Change the default name of both so they are different.
Test in a session.
Expected Result
See logs like:
“OnBegin from custom_creative_device:”
“Name: CustomName”
“OnBegin from serialization_test:”
“Ref Class Name: NewRefName”
“Name: CustomName”
Observed Result
Logs look like:
“OnBegin from custom_creative_device:”
“Name: CustomName”
“OnBegin from serialization_test:”
“Ref Class Name: NewRefName”
“Name: DefaultName”
Platform(s)
windows
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Additional Notes
Code used to reproduce 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}")