4.14.3 Child Actor getting reset on editor restart

This is a problem I had and was very confused by. Even made a new blueprint and recreated and copied over stuff, testing it on the way and seemed to be fine. But a few days later when I tested something else, I noticed it didn’t work again. As in whenever I open up the editor, the child actor in a blueprint always forgot all its settings and either got reset to “None” or said “None” instead of the “Default” in the settings for it.

After a lot of testing, I noticed I had a macro from a Macro Library. Some things I felt where quicker to make an universal macro for. And it seems that it isn’t able to access the macro at editor start up, so it bugs out the child actor. Not sure if the same is if there was a function from a Function Library, but I would guess it might be.

I tried to recreate it and wanted to make a step by step for it. But sadly I could not easily do it again in a new project. The problem seem to maybe be that I have too many assets in my project, so the macro library don’t load right away. I do notice when I open up my project that it takes a second to retrieve all the blueprints. So if twas to be tested, it probably would need to be tested in a bigger project. Creating a macro library with some things in it. And two blueprints. One having the child actor component with reference to the other one. The one being referenced (the child actor) is the one that needs to have the macro in it.

Seems to be a random but because of this but I hope it can be fixed somehow. My way around was just to copy the code from my macro into the blueprint itself and that worked just fine.

I have had issues myself with Macros named the same thing, Ive copied a Macro Library in and unknowningly made duplicates, since they dont have full references like assets the engine gets confused so maybe its something similar thats causing your issue with Macros. Worth looking into perhaps.

Its possible. But I know I don’t have two of the same macro, as nothing else is going wrong. Only the child actor went strange. The macros them self works in other blueprints.

Hello Andrekek,

I’ve tried reproducing this in a large project but haven’t been able to recreate what you’re seeing. Could you give examples of some of the properties that are being reset? What kind of macros are you creating?

Hmm, I might try and make it again to see if I can figure it out. So I am using VR for it. And in the main blueprint I have the child actor, and that child actor after one restart shows up with “None” instead of the “Default” for options. Then after a second restart it came up as None just where it should be a reference to the blueprint. The blueprint that is the child blueprint have just a normal macro from a macro library in use two places. Sometimes all the properties just got reset to what their default values was. Like I had a float value set to 1 for the child actor, gets reset to 0 after restart. Its a bit random what it dose. Maybe it has to do with what the macro library is named? Maybe try and make a few at a few different places.

Hello andrekek,

Have you had a chance to try what you were suggesting? What were the results?

Sorry no. But I can see to do it soon. I know its a bug since it did fix it when I removed the macros. But a rare one that probably has also to do with how fast it loads the blueprint and the macro library

Okay sorry for taking a while. But I did some more testing, and I saw that in 4.15 it seems to not be an issue anymore. I could packaged the project I had if you wanted to see still, but yea seems to be fixed in the new version. I noticed it kept crashing the editor when I tried to open the blueprint with the child actor and the macro in it, but yea seems good now.