The Blueprint editor seems to lie about parameter values

Recently, I added a Blueprint function EnsureMinimumGameSpeed, which took an int parameter. Initially, the parameter’s default value was 0.

I then sprinkled calls to EnsureMinimumGameSpeed in about a half a dozen places in that same Blueprint script and inside several sub-functions it called.

Later, I changed the default value of that int parameter from 0 to 2.

I then used the Find feature to find all instances of EnsureMinimumGameSpeed in my Blueprint script and see what the value of the parameter was, by double-clicking on each of the Find results.

However, in several cases, the Find results showed me instances of EnsureMinimumGameSpeed that reportedly had a value of 2 … and indicated that I was at a point where all the instances of that function were properly set to 2. But when I later looked at the calls to this function separately, outside of the Find results, I noticed that they had a value of 0!

So, either there’s an inconsistency with the values I’m being shown, or the calls to EnsureMinimumGameSpeed somehow got overwritten with a value of 0 at some point between the Find and my subsequent poking around the Blueprint script … but I’m really not sure which.

I’m almost certain this is a dupe of

… which is now fixed.