When a blueprint (A) contains a instanced reference to another blueprint (B) that is EditInlineNew, changing a value B causes the associated variable in A to display as "Multiple Vaules"
Workaround:
Compiling blueprint A causes the variable to update to the proper value set in B
Regression:
No - Same behavior occurs in 4.17.2 (CL 3658906)
UPROPERTY(EditDefaultsOnly)
float TestValue;
public:
UPROPERTY(EditDefaultsOnly, Instanced)
UClassB* Inlined;
Result:
After compiling ClassB_BP, the Inlined variable in ClassA_BP shows as "Multiple Values"
Expected:
Referencing blueprint shows the value that was set in the referenced blueprint on compile
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-51788 in the post.
9 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.17.2, 4.18 |
Target Fix | 4.24 |
Created | Oct 30, 2017 |
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Resolved | Oct 1, 2019 |
Updated | Feb 5, 2020 |