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Checkbox for inherited variables is global but does not update listed items

Steps to reproduce:

  1. Create 2 blueprints, based on character or something with quite some variables

  2. Toggle on the checkbox to see Inherited Variables

  3. Switch to other (already) opened blueprint

  4. Notice there are no visible variables even though the checkbox Inherited Variables is already on

  5. Temporary workaround involves ticking the checkbox off then on again or close and reopen the blueprint


My suggestion is to make the checkbox state stored per window instead of globally. The more convoluted solution would involve having to reload the variable list each time you switch between windows.

Product Version: UE 4.9
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asked Oct 24 '15 at 10:05 AM in Bug Reports

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avatar image Adam Davis STAFF Oct 24 '15 at 04:42 PM

Hi Red15,

In the second window, try compiling the blueprint, does this update the My Blueprint window?

avatar image Red15 Oct 25 '15 at 02:10 PM

Correct, that is also another work around!

I've mainly been posting this to see if I can help to fix this in the code, I would appreciate if you could give a pointer in which direction I should be looking and what sort of solution you would prefer to fix this.

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Hi Red15,

This isn't a workaround. The change you made in one blueprint won't be propagated to other blueprints until they are compiled. They are considered "dirty" until this compilation is made.

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answered Oct 25 '15 at 04:20 PM

avatar image Red15 Oct 25 '15 at 04:25 PM

I can't agree here, toggling on the "Show Inherited Variables" is not a data change, it's only an editor visibility change.

You can after all still get these variables in the blueprint even if the inherited variables are not visible, not to mention the fact that toggling this visibility is a global change and not per blueprint.

avatar image Ben Halliday STAFF Oct 26 '15 at 04:35 PM

Hi Red15,

I agree this is unusual behavior and may qualify as a bug in the editor, but it's not a high priority item for us as we don't have the resources to fix it. If you do come up with a solution, you can submit a pull request and the developers can see if they're able to integrate it into the engine officially. Let us know if you do!

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