If a class has an FText variable defined in code when a blueprint based on the class is placed in the level it does not update the BP variable if it is changed/ compiled.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test) FText DefaultText;
Result:
The original string is printed again rather than the new string
Expected:
Code created text variable updates on compile in the same way a BP created text variable does.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-24116 in the post.
| 0 |
| Component | UE - Gameplay - Blueprint |
|---|---|
| Affects Versions | 4.10 |
| Created | Dec 4, 2015 |
|---|---|
| Resolved | Jul 14, 2016 |
| Updated | Jul 14, 2021 |