Description

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)

Steps to Reproduce
  1. Open UE4 Editor (any project)
  2. Add two classes based on Object (A & B)
  3. In class B:
    • Add Blueprintable, EditInlineNew to UCLASS macro
    • Add the following property to the class declaration:
      UPROPERTY(EditDefaultsOnly)
      float TestValue;
      
  4. In class A:
    • Add include statement for class B
    • Add Blueprintable, to UCLASS macro
    • Add the following property to class declaration:
      public:
      	UPROPERTY(EditDefaultsOnly, Instanced)
      		UClassB* Inlined;
      
  5. Compile
  6. In the editor, create a blueprint based on each class (ClassA_BP & ClassB_BP)
  7. Open ClassA_BP and set property Inlined to ClassB_BP
  8. Open ClassB_BP and change the value of TestValue;
  9. Compile ClassB_BP

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

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Cannot Reproduce
ComponentUE - Gameplay - Blueprint
Affects Versions4.17.24.18
Target Fix4.24
Fix Commit9309762
Main Commit11254295
CreatedOct 30, 2017
ResolvedOct 1, 2019
UpdatedFeb 5, 2020
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