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Blueprint which always in "modified" state

I have a blueprint which based on my class derived from AActor and have component which derivied from UMovementComponent. In Constructor of my Actor I'm initializing my movement component:

 AShip::AShip(const class FPostConstructInitializeProperties& PCIP) : Super(PCIP)
     m_RootPrimitive = PCIP.CreateDefaultSubobject<UPrimitiveRoot>(this, TEXT("PrimitiveBase"));
     m_MoveComponent = PCIP.CreateDefaultSubobject<UShipMovementComponent>(this, TEXT("ShipMoveComponent"));
     RootComponent = m_RootPrimitive;
     m_MoveComponent->UpdatedComponent = m_RootPrimitive;
     Material = NULL;
     PrimaryActorTick.bCanEverTick = true;

Now if I'm opening my blueprint (in blueprint editor), which based on AShip, it will always be marked as modified. Even if I haven't done anything.

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asked Sep 03 '14 at 01:25 AM in Bug Reports

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avatar image MadScorp Sep 03 '14 at 03:55 AM

I have the same problem. If i create a component with CreateDefaultSubobject in my base class. Then blueprint (driven from that class) ALWAYs marked as "changed" when i open it in editor.

avatar image Yoyogi Sep 03 '14 at 01:41 PM

Hello there, I have the same problem too, but working on BP directly, without writing a single line of code : https://answers.unrealengine.com/questions/81800/blueprint-marked-as-changed-without-actually-chang.html

Glad to know I'm not alone :)

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Fixed in 4.5

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answered Oct 09 '14 at 11:00 PM

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