Inherited class values reset on engineload
So I'm hitting my head against a wall with what I'm 99% sure if an engine bug. At the moment I have a base game character and bad guys that inherit from that class. I also have a gamemode that loads in team info classes that store a reference to each team class and a cost associated with it.
Here's where things get weird: If an inherited class is referenced in a team info then on engine load the anim blueprint and mesh references in it are made null, even though it should just be the same as their parent class. Given that team infos aren't even looked at until Begin Play this makes me think it's an issue somewhere in the engine. Any suggestions? I could really use some help on this!
I'm happy to submit the project for review if need be.
asked May 11 '15 at 08:42 AM in Blueprint Scripting
Check in your derived blueprints and ensure that the relevant section dropdowns haven't gotten None selected. Reset it with the yellow arrow on the right and it should help.
This happened to me due to the way FObjectInitializer works (and occasionally cpp derived bp's have hiccups with their components...).
This thread helped me figure it out: https://forums.unrealengine.com/showthread.php?57727-UPROPERTY-member-vars-reset-to-NULL-by-ObjectInitializer&p=260792&viewfull=1#post260792
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