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

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

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 ā€˜caughtā€™ the cause of this.

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

ā€œBugfix: Stopped resetting arbitrary defaults on cyclically-dependent Blueprint subclasses.ā€
<ā€” unless iā€™m mistaken that itā€™s talking about another bug.

Hello ,

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

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

I had this issue in 4.10 today.

Turning off the ā€œEditableā€ flag of the respective overwritten variable in the parent blueprint solved it for me.

Itā€™s a workaround, but at least all the child default values are the way I set them now.

Been a number of monthsā€¦any updates?..even just still working on it would helpā€¦a lot of the breakables and what not placed in my levels go back to defaults which is bad and weā€™re hoping to ship late summer/fallā€¦

Hello ,

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

Iā€™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. Iā€™m sincerely fed up with having to fill up the values after the engine decides to revert them to parent BPā€™s after a random startup. Blueprints inheritance is thus broken.

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?

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.

Hi, Rudy. Few minutes ago Ive suffered this rollback to the default parent values in all my child classes. Came to this thread after searching a bit about the ocurrences. Im currently using 4.11.2. Id like to update this report, that seems to be marked as solved. One thing that Ive 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.

Hello ,

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 (for UE-20878 near the top of the thread)

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

This is still happening in 4.12.

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?

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: [Bug w/ProjectFiles] Default Value of blueprint reset to parent's default - Blueprint - Unreal Engine Forums

We have hundreds of actors forget their custom property values - every few days. itā€™s a real PITA.

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.