Instance changes get stuck

repro:

  • set collision options on a base blueprint
  • make a child from that
  • put an instance of the child in the map
  • edit the instance values
  • edit the base values
  • set the base class to be not editable when inherited
  • the changes on the instance are stuck with the wrong settings

you need to go back and enable editable inheritance on the base then change the values on the instance then disable edits again

it also doesn’t properly show what values have been changed from the base settings correctly

the yellow ‘revert’ arrow is simply missing on some options, so there’s no way to tell what has been overridden on the instance

and hitting the blue ‘reset instance changes to blueprint default’ says 0 changes while the base is locked, then i got 6 when i unlocked it

please make sure changes are correctly propagated through derived classes and instances, and clearly show all values that are different to their parent as being modified, thanks!

(still does a much better job than Unity with this stuff)

Hi ,

Did you move the inherited actor after making the changes? They should correctly update once the actor has been moved as it technically is destroyed and recreated.

I have not tried this yet, but even if it works, it seems like a messy workaround if you have a large number of instances.

Another option would potentially be to build the level, but the reason this is occurring is that the construction script and many default values are only set when an object is created/destroyed/initialized.

Shouldn’t they also be rebuilt when objects are recompiled?

When you update an instance, the instance changes will override the default values until moved. If the values have not been altered per instance and the value is updated, it will update in the instance when compiled.