Compiling object based blueprint invalidates all references
Steps to reproduce:
I. Create a class based on object (UMyObject) with the EditInlineNew modifier
II. Create a C++ actor child class (AMyActor) with an UObject (or UMyObject, doesn't matter) Instanced member variable:
III. Create two Blueprints: one as a child of AMyActor(BPMyActor), one as a child of UMyObject(BPMyObject)
IV. Create some variable in the BPMyObject (I created a public bool)
V. In BPMyActor choose BPMyObject for MyObject in the details panel. Variables of BPMyObject can be edited here.
VI. Open BPMyObject again, and recompile it
VII: Check BPMyActor: the reference to BPMyObject became invalid - it is called "REINST BPMy Object C 38" now, and it has to be reset manually - BPMyObject has to be selected again.
asked Oct 05 '16 at 09:25 PM in Bug Reports
The REINST issue when compiling blueprints has come up before however is unlikely to be fixed as there are workarounds to continue using the information from your UObject blueprint. That being said, if you are having problems accessing the information from your BPMyObject, I found that by marking the actor member variable as a
The following screenshot is from my BPMyActor where "Ref Num 2" is a
answered Oct 06 '16 at 05:11 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here