# Value inside of the entity prefab changes instead of the spawned entity

**URL:** <https://forums.unrealengine.com/t/value-inside-of-the-entity-prefab-changes-instead-of-the-spawned-entity/2838366>\
**Category:** Issues and Bug Reporting\
**Tags:** unreal-editor-for-fortnite, fortnite-creative, Status-NeedsTriage, fortnite\
**Created:** [October 7, 2026, 8:54pm UTC](https://forums.unrealengine.com/t/value-inside-of-the-entity-prefab-changes-instead-of-the-spawned-entity/2838366 "2026-10-07T20:54:31Z")\
**Posts on this page:** 3\
**Page:** 1

<div class="post-metadata">

**Author:** ![WinterWins1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/winterwins1/32/1118086_2.png) [@WinterWins1](https://forums.unrealengine.com/u/WinterWins1)\
**Post date:** [October 7, 2026, 8:54pm UTC](https://forums.unrealengine.com/t/value-inside-of-the-entity-prefab-changes-instead-of-the-spawned-entity/2838366/1 "2026-10-07T20:54:31Z")

</div>

### Summary

the value inside of the entity prefab should be default but the output is the changed version from an entity that shouldnt have interacted with it

### Please select what you are reporting on:

Unreal Editor for Fortnite

### What Type of Bug are you experiencing?

Scene Graph

### Steps to Reproduce

1. create an entity with a sub entity
2. add a component to the sub entity that has a variable(of any printable type) that prints when the entity is created
3. create 2 classes outside of the components, these can be put anywhere as long as they can be accessed anywhere  
3a. one class should have 2 editable values, 1 thats the same type as the component above, the other is an array of entities  
3b. the same class should have a function that uses a for loop and gets the component that has the value created earlier and adds the value this component has to it  
3c. create a class that inherits from the previous and doesnt override anything
4. create a component for the main entity, this will have an editable array of the first classes value from step 3  
4b. in the entity prefab add 2 of the first class from step 3 and make the sub entity be the entity in its array and the other value just be different than the other on of this class  
4c. call all of the functions somewhere in the code that runs after OnSimulate, preferably after a few seconds to confirm it didnt change the value before step 2s print
5. create a verse device that spawns more of the main entity from the prefab, then place the device into the world  
6.place main entity into the scene and override the first value in the array of main entity component to be the second class and set its other values to match what it was when it was the previous class
6. run the game and observe

### Expected Result

the value printed from the component in step 2 should always be the value set in t he component as its printing before anything can change its value

### Observed Result

The value printed from the component in step 2 is printing a modified value instead of the default value

### Platform(s)

PC

### Upload an image

 ![ValueHaver.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/d/6/dd6696ccf212279401b3b5df5bb108da6e69eab3.png) ![Changer.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/8/1/8819703f5d4f409600e08b80301ca36daf8be7b2.png) ![VerseDevice.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/e/c/cec5b821033b4d1784a66a2a40db34eccf85c660.png) ![EntityPrefabValues.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/c/0/3c0267e264f38bd238f87f55c677e6f6d45332de.png) ![ManuallyPlacedEntity.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/3/0/23058a4f175eff29f07e0ffdcdf2c00bb5591657.png) ![Output.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/3/6/536cbc416f78e809ff927edb103c6b46cda1fac9.png)

### Additional Notes

I tried my best to create the step by step instructions, some of the images should be able to help explain what the instructions are talking about

I hope I explained this well enough

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<div class="post-metadata">

**Author:** ![WinterWins1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/winterwins1/32/1118086_2.png) [@WinterWins1](https://forums.unrealengine.com/u/WinterWins1)\
**Post date:** [November 3, 2026, 7:41pm UTC](https://forums.unrealengine.com/t/value-inside-of-the-entity-prefab-changes-instead-of-the-spawned-entity/2838366/2 "2026-11-03T19:41:58Z")

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Still an issue as of v43.00

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<div class="post-metadata">

**Author:** ![Bug-Reporter](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bug-reporter/32/997076_2.png) [@Bug-Reporter](https://forums.unrealengine.com/u/Bug-Reporter)\
**Post date:** [November 9, 2026, 4:00pm UTC](https://forums.unrealengine.com/t/value-inside-of-the-entity-prefab-changes-instead-of-the-spawned-entity/2838366/4 "2026-11-09T16:00:58Z")

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The status of FORT-1190733 changed to ‘Needs Triage’. We are routing this to the appropriate team for investigation.
