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C++ property is missing from blueprint if project is launched from Launcher

.h

 USTRUCT(BlueprintType)
 struct FTestData
 {
     GENERATED_BODY()
 
     UPROPERTY(EditAnywhere, BlueprintReadWrite)
         float TestValue;
 };
 
 UCLASS()
 class FIXIKIVR_API ATestGameModeBase : public AGameModeBase
 {
     GENERATED_BODY()
     
 public:
     ATestGameModeBase();
 
     void InitConfigValues();
 
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Init)
     FTestData TestData;
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Init)
     float TestFloat;
 };

.cpp

 ATestGameModeBase::ATestGameModeBase() : Super()
 {
     this->InitConfigValues();
         this->TestFloat = 5;
 }

this->InitConfigValues() initializes TestData. If this is built and launched from VisualStudio it all works fine, but if the project is launched from Epic Games Launcher or by double-clicking .uproject file the TestFloat variable is missing, TestData is there but initialized with zeros and is in the wrong category.

Product Version: UE 4.17
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asked Oct 16 '17 at 01:13 PM in C++ Programming

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AlekseyIlin
304 16 19 29

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1 answer: sort voted first

Apparently you have to build with DevelopmentEditor configuration to make variables appear when you launch project from Launcher.

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answered Nov 29 '17 at 09:10 AM

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AlekseyIlin
304 16 19 29

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