Description

Using a Blutility to modify an Actor in a Streaming Level doesn't make it dirty and prompt it to be saved.

This was reproduced and tested in 4.19.2 (CL-4033788), 4.20.3 (CL-4369336), 4.21 (CL-4435822), and Main 4.22 (CL-4448303)

Steps to Reproduce
  1. Open the UE4 Editor and create a Blank project
  2. Enable Editor Utility Blueprints from Edit>Editor Properties>General-Experimental
  3. Save the default map and name it
  4. Create an Actor BP
  5. Create a Blutility(Actor) using a Custom Event(Call in Editor checked)>Get All Actors Of Class(set to the created Actor)>ForEachLoop> and a SetActorTransform (0,0,0)
  6. Add the Blutility to the Persistent Level
  7. Click on Levels>Create New and double click on the new SubLevel
  8. Add the created Actor to the SubLevel and click Save All
  9. Click the Blutility in the Persistent Level and run the Custom Event

Results: The Editor does not recognize that the Actor was modified and consequently does not offer the level for saving

Expected: Any scripted change should mark the Level of the changed object dirty so that it can be saved

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-65106 in the post.

2
Login to Vote

Backlogged
ComponentGameplay
Affects Versions4.19.24.214.224.20.3
CreatedOct 11, 2018
UpdatedOct 22, 2018