Why do default values in a child blueprint get overriden by the default in the parent blueprint?

Hello Kamithra,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any settings/blueprints that may be involved with this issue?

Hi Rudy,

We’re running some tests to see if we can repro this issue consistantly. So far it’s very random and it happens on a lot of different blueprints, even on some of the ones we got from the marketplace. Right now it seems to be happening on both instances spawned in the world, as well as on some in the content browser. All of them are child blueprints. We 're checking instances and variations to see if the options editable and the spawn pin have any effect. I’ll make some screens once we figure out what is a likely cause for this. ( randomly making screenshots of some of these blueprints would take ages .) When it happens again, I will make a screenshot of the affected blueprints settings window.

Hello Kamithra,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,

Hi Rudy,

We’ve been trying to duplicate this, but no success yet. Right now we set the values in the blueprint in the content browser whenever we need to change the default values and instance those in the world. Changing the values on the instance itself will reset them after an unknown time.

The blueprints and values which change back to parent defaults are very random. We will try to get this bug in an empty project. May take a while though, since it’s very random.

The attached image is just from 1 blueprint with a value which before reset itself back to it’s parents default value of 0.

Hi there,

There is a bug in the engine where setting a value from a custom structs inside BP components are being reset to default after editing it in the actor’s instance. I discovered this bug when my marketplace customers reported it.

This is how I reproduced the bug:

  1. Create an Actor Component BP
  2. Create a custom struct with a custom enum variable and other
    variables (e.g. integer, boolean, etc)
  3. Add multiple variables of type ā€œcustom structā€ inside the component.
    Set them to Editable.
  4. Now set some default values for these inside the component,
    especially for the enum.
  5. Create a blueprint Actor then add the component to the actor
  6. Place the actor in the level/scene
  7. Click on the component of the instanced actor then edit any of the
    struct variables
  8. The values should then reset to default values

I also uploaded a project in which I did these steps here -

The component is attached to the ThirdPersonCharacter BP. If you edit
the speed of the Follow Config, the enum will also reset.

It should be noted that if default values are not set inside the
component or actor, then the bug doesn’t happen. Unfortunately, this is
unacceptable for my product since I need to set default values so my
customers don’t have to bother with all of them.

I hope you can fix this bug. I think this is still related to circular dependency.

Hello Jujaswe,

Thank you for the information that you have provided. However, the issue on this thread is dealing with child actors. I would suggest creating a new thread with the information provided above for tracking purposes and then providing a link in a reply here so that someone could follow up.

Make it a great day

Good Morning. Is this problem open yet right?.

I have the same problem, I created a blueprint with some variables (editable), I create the child blueprint class, when I add the child in an scene I can changed the variable without any problem, but If I duplicate the actor in the scene, the new object return to default value, don’t keeping the variable of he child that I duplicated.

I’m using unreal 4.15

Thanks.

Hello eduroam,

After doing some digging I was able to find that this issue was reproduced and a report has been written up. I have provided a link to the public tracker. Please feel free to use the link provided for future updates. I have also provided a link to another thread with more information on this issue.

Link Public tracker: https://jira.it.epicgames/browse/UE-18765

Link Other thread: Child blueprint reset to Parent defaults - Blueprint - Epic Developer Community Forums

Make it a great day

Sorry for the late reply. Been very busy. I made a new thread for it https://answers.unrealengine.com/questions/669567/struct-values-get-reset-to-default-when-modified-i.html

I hope someone can track it and follow up. Thanks!

Hello, I have the same problem with structs. Weirdly some of the actors keep the variable vlaues, and some even keep just one value. It’s a really weird bug and really annoying, if it’s not the MOST annoying one…

I’m using UE4.21 and this is STILL happening. I have a child actor which has some public parameters specified, these continually are being flushed to defaults on the editor start-up and have to be re-entered…

1 Like

I have found an annoying solution. I use blueprints and have numerous other issues with VARIABLE NAMES. Another example is having variables give values of 0, even when setting it otherwise. The solution is to rename the variable (EG add _ to the end). This will override the value in the child class to the parent default so be CAREFUL.