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Updating struct variables in BP when changing the source-struct

Hey there,

the questions seems somewhat trivial but I wasn't able to find a solution yet.

I've made a struct, saved a couple of array values in it and used it in a Character Blueprint. However if I make changes to the source-struct, like adding new values or changing the default values of existing ones, it does not replicate these changes to the struct values in the Character Blueprint.

While there are certainly situations where I wouldn't want to overwrite existing values, I'd like to cast these changes to any reference using this struct but don't know how to do that other than changing the variable type in the Character Blueprint, compile and changing it back to the struct-type.

Best regards

Product Version: UE 4.18
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asked Dec 21 '17 at 01:07 PM in Blueprint Scripting

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LexRiver
6 1 2

avatar image LexRiver Dec 21 '17 at 01:21 PM

Coffee solved partially: The struct was using itself struct values, so adding any values to the root-struct made it able to add at least new values.

However, is there a way to cast any changes to default values to its references (ex.: mentioned Character Blueprint).

avatar image AronBaron Feb 19 '19 at 08:59 PM

I have the same problem. I thought the idea of struct is to have values, in my case materials, in one place so if you want to change something you don't have to go through your code. Rather change it in one file or update that file (struct) with later version of your game.

The way it still works, even with 4.21, I have to go to each blueprint and add the changes manually.

I would say that's a bug!?

avatar image EyeI3all Feb 23 '19 at 06:26 PM

I upgraded to 4.21.2 and have run into this problem. If I create a struct with an array and then edit the array, it does not update existing variables having this struct type within a blueprint after compiling. It only updates the values for the struct if the variable in the blueprint has its type toggled.

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