Possible Bug With Blueprint Editing in 4.7?

Hi there.

I am currently experiencing a very annoying issue in 4.7 (4.72 to 4.7.4), that took me three days to pin down.

Whenever I edit any property in a Blueprint class that derives from Character, any instance of that blueprint that has been added to a map breaks. Instances don’t receive the property change, and are left in an invalid state. PIE maight crash in some maps. It happens to me with sample projects too.

My workaround is to go to every instance of the object in every map, and reset their properties to blue print defaults, which is really painful as you may imagine.

Am I doing something wrong or is it just a bug in 4.7?

Edit:
This does not happen to me in 4.6

Hello Heroico,

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

Quick questions:

  1. Can you reproduce this in a 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 may be involved with this issue?

Hi Rudy,

  1. Yes, this happened to me in a clean project with sample content

Steps: here is what I checked:

  1. Create a new class that derives from ACharacter, and add a UPROPERTY

  2. Create a Blueprint derived class from that one defined in 2.1

  3. Place an instance of the blueprint class in any map

  4. Edit the property value in the Blueprint, not the instance

When I get home from my day job I’ll get a screenshot.

  1. Create a new project (I chose 3rd person c++ with no starter content)

2)Drop a character instance from the default blueprint

  1. Change the Blueprint Mesh and Animation Blueprint to anything else, compile and save
    (I used a character from Mixamo pack)

(As you can see, the instance in the scene doesn’t get the change)
(I even hit play, and the spawned character didn’t seem to get the animation instance connected to the instance, the character moved around with no animation)

  1. In order to fix it, I chose “Edit Blueprint” - > “Reset to Blueprint defaults”, at the instance properties tab, and everything worked as expected.

Hello Heroico,

Does this issue occur with all assets that are applied to the character’s mesh? Have you tried using assets other than those that are mentioned in the reproduction steps above?

Hi Rudy,

Yes, it happens to me with other assets:

  • Characters from Couch Knight and Strategy projects, even within those projects when I convert them to 4.7.
  • An fbx model imported directly into a brand new 4.7 project.

The issue is more general since it happens for many properties: the steps I mentioned just illustrate it graphically, using a sample project.

Say, if:

  • I defined an “int32” UPROPERTY in a ACharacter class
  • Set a default value in a Blueprint
  • Dropped an instance of the blueprint in a map
  • then changed the default value in the Blueprint,

, then I when I run the map I would see that the instance’s property value didn’t get the new value I set in the Blueprint (as well as occasional crashes).

Hello Heroico,

I have tried to reproduce this issue on our end, however whenever I alter a variable within the original class it is then updated in the instance as long as I have not directly over written it in the instance blueprint itself. Could please double check to make sure this is not the case?

Hello Heroico,

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,

Yes, I am still experiencing this issue, as described above.

Hello Heroico,

After doing a bit of digging I have found that this issue (UE-6447) has already been reported and submitted to the developers for further consideration. I will be sure to bump up the community interest. Thank you for your time and information.

Make it a great day