So if I edit engram entry nr 50 to something else. Then game updates and the Entry that used to be 50, now is 51. Will my edited entry move 1 step lower so that is preserved or every time devs add new stuff I will need to re-test my mod ? Please tell me that the game can somehow remember entries and preserve the changes I do.
If you edit the engram entry for number 50 only number 50 will be changed. It will only shift the entire list if you happen to manually shift the entire list in the GameData blueprint.
Oh sorry, well that means your current blueprint will likely be unaffected from changes even if it is a child of that object (though if the hierarchy works anything like java classes, anything you don’t override will change to match the parent). So likely we will need to adapt the new changes in with the mod should our mod happen to exclude the new content. I can’t find much information about what happens to children in the UE4 documentation outside of blueprint functions where the parent for whatever reason is more powerful than the child (in that an event will prefer the parent over the child) https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Blueprints_Advanced/2_5/index.html
edit I just tested this and it does work how I expected regarding java classes. Try duplicating a blueprint that has some variables to play with. Then create a child of that blueprint. Change a value in the child, compile, save and notice it does not change the parent. Now have the parent change that value, compile, save, and check the child: nothing has changed (though there should now be a yellow arrow to revert). Now change a value in the parent that the child has yet to change, compile, save and notice the the child reflects this change.
In other words, as the devs update the game and you are making child references, those children will have those changes unless you changed the values. You can however manually go to your blueprint and revert to what the parent has specified.