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Why do default values in a child blueprint get overriden by the default in the parent blueprint?

Sometimes the default value in the parent overrides the default value set in the child blueprint. There does not seem to be a rhyme or reason to what sort of variables this can happen to, I have specifically seen it with the AiControllerClass variable (in pawn) as well as UseControllerRotationYaw (again in pawn) as well as rotation (in the transform of a mesh attached to a character) as well as a slew of blueprint created variables.

My solution thusfar has been to set the value of a variable to what I actually intend it to be in the construction script of effected blueprints. I do hope this issue is resolved before the construction scripts get larger than the actual blueprint code in my classes.

It may be the same problem described here: https://answers.unrealengine.com/questions/144063/defaults-resetting-on-bps-derived-from-other-bps.html

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asked Mar 21 '15 at 09:09 AM in Bug Reports

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Vaporlynx
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avatar image Rudy Q ♦♦ STAFF Mar 24 '15 at 04:17 PM

Hello Vaporlynx,

After looking over the report for the issue that you mentioned above, I have determined that you are correct. I believe that this is related to the same issue. I will be sure to bump up the community interest in the report. Thank you for your time and information.

Make it a great day

avatar image Frozenfire Nov 08 '15 at 09:02 AM

I have opened a new thread regarding this bug with more information and an attached project demonstrating the bug. Hope this helps.I am not sure if the developer have 'caught' the cause of this.

https://answers.unrealengine.com/questions/330290/bug-wprojectfiles-default-value-of-blueprint-reset.html

avatar image Frozenfire Nov 17 '15 at 02:49 PM

I'd like to add a note that this issue still exist on my side on 4.10 despite it notified as it being fixed

"Bugfix: Stopped resetting arbitrary defaults on cyclically-dependent Blueprint subclasses." <--- unless i'm mistaken that it's talking about another bug.

avatar image Rudy Q ♦♦ STAFF Nov 17 '15 at 04:07 PM

Hello Frozenfire,

This fix is referring to UE-20878 which is similar to the issue that is described here however, I after looking up the issue that was reported by this thread I found that that issue has not been resolved as of yet. I hope that this information helps.

Make it a great day

avatar image President Mar 09 '16 at 09:10 PM

Been a number of months....any updates?...even just still working on it would help....a lot of the breakables and what not placed in my levels go back to defaults which is bad and we're hoping to ship late summer/fall......

avatar image Rudy Q ♦♦ STAFF Mar 10 '16 at 02:40 PM

Hello President,

I went ahead and double checked on the issue UE-20878 and it appears that this has been resolved for 4.9. I hope that this information helps.

Make it a great day

avatar image Lordink Mar 19 '16 at 03:07 PM

I'm on 4.10, the variable resetting is still there. This is just ridiculous. If you guys are not fixing the bug soon, our team will have to move to Unity or other competing solutions. I'm sincerely fed up with having to fill up the values after the engine decides to revert them to parent BP's after a random startup. Blueprints inheritance is thus broken.

avatar image Rudy Q ♦♦ STAFF Mar 21 '16 at 01:31 PM

Hello Lordink,

I have a few questions for you that will help narrow down what issue it is that you are experiencing. This issue mentioned above was resolved in 4.9.1. The issue that you are seeing may be similar but separate. The questions below will provide more information.

Quick questions:

  1. Can you reproduce this issue in a clean project?

  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?

  3. Could you provide screen shots of any blueprints that are involved with this issue?

avatar image Rudy Q ♦♦ STAFF Mar 24 '16 at 05:23 PM

Hello Lordink,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

avatar image Gbr Jun 09 '16 at 09:09 PM

Hi, Rudy. Few minutes ago I`ve suffered this rollback to the default parent values in all my child classes. Came to this thread after searching a bit about the ocurrences. I`m currently using 4.11.2. I`d like to update this report, that seems to be marked as solved. One thing that I`ve noticed this time is that I accidentally pressed the PIE button without compiling my dirty BPs before. It took a longer time than usual to recompile and start the game and, after this, all values were reset. Well, this is kinda frustrating for the developers to think about all the time that have been lost by this bug everytime it happens, but I hope you reopen this thread and keep the efforts for solving this. As a measure of precaution, I suggest everyone create an initialization function and set the values from there, in the construction script.

avatar image Rudy Q ♦♦ STAFF Jun 10 '16 at 03:10 PM

Hello Gbr,

There are two issues mentioned on this thread UE-20878 which has been resolved and UE-6447 which has a status that has not yet been updated to fixed?

If you would like more information on each issue, you could visit the threads provided by Vaporlynx (for UE-6447 in the original post) and Frozenfire (for UE-20878 near the top of the thread)

avatar image Mittens Aug 12 '19 at 06:22 AM

I'm using UE4.21 and this is STILL happening. I have a child actor which has some public parameters specified, these continually are being flushed to defaults on the editor start-up and have to be re-entered...

avatar image 0vr Jan 10 '16 at 11:01 AM

I'm having this issue, too :( I hope it'll be fixed finally in 4.11 crosses fingers Digging around, it seems this has been an issue for quite some time.

avatar image MaxHeap Jan 14 '16 at 11:08 PM

I had this issue in 4.10 today.

Turning off the "Editable" flag of the respective overwritten variable in the parent blueprint solved it for me.

It's a workaround, but at least all the child default values are the way I set them now.

avatar image DisabledAccount267951 Jul 17 '16 at 12:14 PM

Just had the same issue with Blueprint Components, turning on "Transient" for variables seems to fix it. Actually I do not know side-effects of this.

avatar image AlexaDeWit Dec 07 '16 at 05:32 AM

Just had this happen on 4.14 after an editor crash. Hours of work completely lost. Is there any idea what might be causing this problem and how to prevent it or minimize the damage?

avatar image Macw0lf Jan 03 '17 at 07:16 AM

We have hundreds of actors forget their custom property values - every few days. it's a real PITA.

avatar image JoeWintergreen Aug 30 '16 at 10:40 AM

This is still happening in 4.12.

avatar image Rudy Q ♦♦ STAFF Mar 28 '17 at 08:36 PM

Hello Kamithra,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,

avatar image Kamithra Mar 28 '17 at 09:22 PM

Hi Rudy,

We've been trying to duplicate this, but no success yet. Right now we set the values in the blueprint in the content browser whenever we need to change the default values and instance those in the world. Changing the values on the instance itself will reset them after an unknown time.

The blueprints and values which change back to parent defaults are very random. We will try to get this bug in an empty project. May take a while though, since it's very random.

The attached image is just from 1 blueprint with a value which before reset itself back to it's parents default value of 0.

default.jpg (449.7 kB)
avatar image Jujaswe May 25 '17 at 01:18 PM

Hi there,

There is a bug in the engine where setting a value from a custom structs inside BP components are being reset to default after editing it in the actor's instance. I discovered this bug when my marketplace customers reported it.

This is how I reproduced the bug:

1) Create an Actor Component BP 2) Create a custom struct with a custom enum variable and other variables (e.g. integer, boolean, etc) 3) Add multiple variables of type "custom struct" inside the component. Set them to Editable. 4) Now set some default values for these inside the component, especially for the enum. 5) Create a blueprint Actor then add the component to the actor 6) Place the actor in the level/scene 7) Click on the component of the instanced actor then edit any of the struct variables 8) The values should then reset to default values

I also uploaded a project in which I did these steps here - https://www.dropbox.com/s/io2djuaja2huhep/BugTest.zip?dl=0

The component is attached to the ThirdPersonCharacter BP. If you edit the speed of the Follow Config, the enum will also reset.

It should be noted that if default values are not set inside the component or actor, then the bug doesn't happen. Unfortunately, this is unacceptable for my product since I need to set default values so my customers don't have to bother with all of them.

I hope you can fix this bug. I think this is still related to circular dependency.

avatar image Rudy Q ♦♦ STAFF Jun 01 '17 at 05:47 PM

Hello Jujaswe,

Thank you for the information that you have provided. However, the issue on this thread is dealing with child actors. I would suggest creating a new thread with the information provided above for tracking purposes and then providing a link in a reply here so that someone could follow up.

Make it a great day

avatar image Jujaswe Jun 21 '17 at 08:52 AM

Sorry for the late reply. Been very busy. I made a new thread for it https://answers.unrealengine.com/questions/669567/struct-values-get-reset-to-default-when-modified-i.html

I hope someone can track it and follow up. Thanks!

avatar image Max974 Jul 04 '17 at 02:42 PM

Hello, I have the same problem with structs. Weirdly some of the actors keep the variable vlaues, and some even keep just one value. It's a really weird bug and really annoying, if it's not the MOST annoying one...

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3 answers: sort voted first

Good Morning. Is this problem open yet right?.

I have the same problem, I created a blueprint with some variables (editable), I create the child blueprint class, when I add the child in an scene I can changed the variable without any problem, but If I duplicate the actor in the scene, the new object return to default value, don't keeping the variable of he child that I duplicated.

I'm using unreal 4.15

Thanks.

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answered Jun 29 '17 at 05:40 AM

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eduroam
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Hello eduroam,

After doing some digging I was able to find that this issue was reproduced and a report has been written up. I have provided a link to the public tracker. Please feel free to use the link provided for future updates. I have also provided a link to another thread with more information on this issue.

Link Public tracker: https://jira.it.epicgames.net/browse/UE-18765

Link Other thread: https://answers.unrealengine.com/questions/400807/child-blueprint-reset-to-parent-defaults.html

Make it a great day

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answered Jun 30 '17 at 01:55 PM

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Rudy Q ♦♦ STAFF
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I still have this error in 4.14. If I inherit Editable Variables from Parent. They always return to their status as the default has been described here: https://answers.unrealengine.com/questions/330290/bug-wprojectfiles-default-value-of-blueprint-reset.html

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answered Dec 07 '16 at 10:16 AM

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Roshondas
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We are working on 4.13 and are experiencing the same issue where blueprint children and instances of these (npc characters in our case) placed in the world will loose all there custom variables (BP editable variables will be set to parent defaults). So far I have only seen this after a startup of the editor.

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answered Mar 20 '17 at 03:26 PM

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Kamithra
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avatar image Rudy Q ♦♦ STAFF Mar 21 '17 at 02:39 PM

Hello Kamithra,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?

  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?

  3. Could you provide screen shots of any settings/blueprints that may be involved with this issue?

avatar image Kamithra Mar 21 '17 at 03:37 PM

Hi Rudy,

We're running some tests to see if we can repro this issue consistantly. So far it's very random and it happens on a lot of different blueprints, even on some of the ones we got from the marketplace. Right now it seems to be happening on both instances spawned in the world, as well as on some in the content browser. All of them are child blueprints. We 're checking instances and variations to see if the options editable and the spawn pin have any effect. I'll make some screens once we figure out what is a likely cause for this. ( randomly making screenshots of some of these blueprints would take ages .) When it happens again, I will make a screenshot of the affected blueprints settings window.

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