Description

A struct containing variables that are a Class Reference and Soft Object Reference to a Blueprint no longer works after the project is closed and re-opened in the Editor. If a variable of the struct's type has been added to a Blueprint and a break node created, the variable names of the output pins include an alphanumeric string after the friendly name of the variable. In addition, it is no longer possible to add new variables of the struct's type to a Blueprint.

REGRESSION:
Yes. The struct still worked correctly in 4.20.

Steps to Reproduce
  1. Create a new Blank Blueprint project.
  2. Create a new Actor Blueprint.
  3. Create a new Blueprint Structure.
  4. In the structure, place two variables referencing the Actor Blueprint in step 2. Make one variable a Class Reference, and make the other a Soft Object Reference.
  5. In the Actor Blueprint from step 2, add a variable that is the type of the struct created in step 3.
  6. Place a get node for the struct variable into the Event Graph.
  7. Drag off of the get node and break the struct.
  8. Save everything.
  9. Close the Editor.
  10. Open the project in the Editor.
  11. Open the Actor Blueprint.

RESULT:
The output pins on the break struct node have an alpha-numeric string appended after the friendly variable name. It is also no longer possible to create a new variable of the struct type.

EXPECTED:
The output pins on the break struct node still show the friendly name, and new variables of the struct type can be created.

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-66297 in the post.

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Fixed
ComponentGameplay - Blueprint
Affects Versions4.214.22
Target Fix4.21.1
Fix Commit4563670
CreatedNov 8, 2018
ResolvedNov 13, 2018
UpdatedNov 14, 2018