Description

When creating a level script actor class and adding logic in the new level script actor class the logic is not automatically executed in child levels. In order to get it to execute someone has to go into each field level and do some change just to be able to save the child level blueprint. Using the CTRL+Shift+S keyboard shortcut does not help, each child level must be manually saved.

Steps to Reproduce
  1. Create a new Level Script Actor Class within Project Settings (we named it TestLevelScriptActor).
  2. Restart the engine.
  3. Open the newly created Level Script Actor Class and add a Print String to begin play.
  4. Create a new persistent level and open it.
  5. Press play, note that no Print String has executed.
  6. Open the level blueprint and make sure that the parent class is set to (in this case) TestLevelScriptActor.
  7. Move one of the nodes, so that the * appears next to the levels name.
  8. Save the blueprint.
  9. Press play and the Print String will execute.

Results: Following the steps up to step 5 when play is pressed the logic in the blueprint is not executed when it should be. Following the rest of the steps to the end will result in the logic working and the blueprint executing.

Expectations: The logic in the blueprint should execute regardless of whether the child-level blueprint has been manually saved or not.

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Non-Issue
ComponentUE - Gameplay
Affects Versions4.17.24.184.19
CreatedNov 3, 2017
ResolvedNov 6, 2017
UpdatedApr 27, 2018