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
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
UE-81742 DXGI_ERROR_INVALID_CALL
I am not able to find world outliner how to enable it?
An error occurred while trying to generate project files !?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Bullet replication problem. The players sees each other but does not see the bullet
Why does the REMOVE method of map container remove elements have memory leaks?
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 |
---|---|
Affects Versions | 4.17.2, 4.18 |
Target Fix | 4.24 |
Created | Oct 30, 2017 |
---|---|
Resolved | Oct 1, 2019 |
Updated | Feb 5, 2020 |