When a code component contains a pointer to an actor, adding the component to a blueprint and setting the pointer to point to an instance of the same blueprint will cause the pointer to reset to "None" when the blueprint's defaults are changed/compiled.
This does not occur if the pointer is created as part of a class (code or blueprint) and then set to an instance of that class.
Regression:
No - behavior occurs in 4.13.2 as well
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = test) AActor* testActor;
Result:
The value of TestActor in the My Scene component resets to None after compile
Expected:
TestActor holds reference to MyActorBP instance after compiling the MyActorBP blueprint
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Head over to the existing Questions & Answers thread and let us know what's up.
5 |
Component | UE - Gameplay - Components |
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Affects Versions | 4.13.2, 4.14.3, 4.15 |
Created | Feb 3, 2017 |
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Resolved | Feb 21, 2018 |
Updated | Feb 21, 2018 |