Various licensees are reporting data loss on load due to the change that was made for [Link Removed] in which we now defer Blueprint CDO construction on load until the finalization phase.
This issue is limited to Blueprint assets with circular dependencies and only when loaded asynchronously via other dependent assets in the editor.
Current suggested workaround in lieu of a fix is to reconfigure referencing assets to avoid loading Blueprint assets asynchronously as a dependency (i.e. by either removing the circular dependency from the dependent asset, removing the reference that triggers the load as a dependency, or by using a "soft" object reference in a referencing asset that is loaded asynchronously.
Repro steps in Lyra project:
// NativeBase.h: #pragma once #include "CoreMinimal.h" #include "UObject/Object.h" #include "UObject/ObjectMacros.h" #include "NativeBase.generated.h" /** * */ UCLASS(Blueprintable, EditInlineNew) class LYRAGAME_API UNativeBase : public UObject { GENERATED_BODY() public: UNativeBase(); UPROPERTY(EditAnywhere) int32 InheritedProperty; }; // NativeBase.cpp: #include "NativeBase.h" UNativeBase::UNativeBase() { InheritedProperty = 2; }
N/A
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-175370 in the post.
4 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 5.1 |
Target Fix | 5.2 |
Created | Jan 27, 2023 |
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Resolved | Feb 27, 2023 |
Updated | Nov 8, 2023 |