If you create two actors that have the same structure of variables in a category, and you try to copy the category variables of one actor into the other, variables that have ReadOnly/EditConst specifiers are also written.
This issue was first triggered by filling the variable values by a Factory, but you can reproduce it more easily the following way:
1- Create a C++ Actor with some variables, and you can also test it with a struct that of course has some variables inside. All these variables should be inside the same Category.
2- Mark all the variables with the UPROPERTY EditAnywhere,
3- Create 2 blueprint actors that derive from the C++ Actor class, and fill the variables with different values.
4- After changing the values, go back and change the UPROPERTY to VisibleAnywhere of all the variables.
5- Open Unreal again, open both actors, and in the variables category select "Copy All Properties in Category".
6- Go to the other Actor and select "Paste All Properties in Category". You should be able to paste all the properties althought the variables have the VisibleAnywhere/EditConst properties.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-209499 in the post.
2 |
Component | UE - Editor - Workflow Systems |
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Affects Versions | 5.3.2 |
Target Fix | 5.5 |
Fix Commit | 33859030 |
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Created | Mar 12, 2024 |
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Resolved | May 23, 2024 |
Updated | Aug 14, 2024 |