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UPROPERTY not saved to NonEditor Build (shipping/debug)

Hi guys, i'm creating some variables on my plugin which works with no problems until creating a Game only build

     UPROPERTY(EditAnywhere,BlueprintReadWrite, Category = "Paper ZD")
     class UPaperZDAnimBP *AnimationBlueprint;
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Paper ZD")
         int myint; //TEST

So, maybe i'm wrong about this but, aren't this properties supposed to retain their values when going on Shipping build? the custom UObject are set as null

So even if on editor, after saving, i have not null variables... on the shipping/debuggame builds this are null/zero.

Am I wrong on thinking that this properties should have retained their values?


Update:

This happens only with any UPROPERTY that is a custom UObject... they are not being deserialized.. they just return as null... If i put a normal actor, component etc.. they are serialized or saved... but i have absolutely no idea how can i fix this issue...

Product Version: UE 4.15
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asked Aug 23 '17 at 02:44 AM in C++ Programming

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HeavyBullets
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1 answer: sort voted first

This is because Blueprints aren't loaded at packaged builds.. and so is everything that is a child or has an Outer Blueprint Object on the package.

The solution is, if you need a certain object on editor and packaged build, don't give them a Blueprint as the Outer object, instead you can give them the Outermost object, which is a UPackage that's always loaded

Cheers

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answered Aug 25 '17 at 03:41 PM

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HeavyBullets
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