On the latest couple versions of Unreal, in many instances changing EditDefaultsOnly UProperties isn’t populating to instances of widget blueprints. They are keeping their old defaults with the only fix being to delete the instance entirely and replace it with a new one.
I’m seeing a similar issue with EditAnywhere UProperties. On instances where the property has never been changed, changing the default value of a property isn’t populating the change to instances. The instances will show the old value overriding the new default even if it hasn’t been changed before.
Is anyone else having these issues? I am working on a large project so it’s possible another engineer touched some engine serialization code that’s messing with this, but I’m not sure where I’d begin to look in regards to fixing it, or if it’s just a bug with the current engine.