Description

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.

 

Steps to Reproduce

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.

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Fixed
ComponentUE - Editor - Workflow Systems
Affects Versions5.3.2
Target Fix5.5
Fix Commit33859030
CreatedMar 12, 2024
ResolvedMay 23, 2024
UpdatedAug 14, 2024
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