When a blueprint inherits a TMap variable with a UObject* as the value, compiling the blueprint causes anything set for the value to rest to "none"
Workaround:
Adding the TMap through the editor retains the set value (ex: MyActorBP is added as a child actor component to another blueprint)
Regression:
Yes - This does not occur for 4.16.3 (CL 3561208)
inside class body ----------------------------------------- UPROPERTY(EditAnywhere, Instanced, Category = "Sense Specific Details") TMap<float, UObject*> TestVar;
Result:
After compiling, selected object resets back to None
Expected:
Reference to custom object remain after blueprint compile
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-51504 in the post.
1 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.17.2, 4.18 |
Target Fix | 4.18.1 |
Fix Commit | 3717475 |
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Created | Oct 20, 2017 |
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Resolved | Oct 24, 2017 |
Updated | Aug 9, 2018 |
4447 - klorberg |