If a class has an FText variable defined in code when a blueprint based on the class is placed in the level it does not update the BP variable if it is changed/ compiled.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test) FText DefaultText;
Result:
The original string is printed again rather than the new string
Expected:
Code created text variable updates on compile in the same way a BP created text variable does.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-24116 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.10 |
Created | Dec 4, 2015 |
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Resolved | Jul 14, 2016 |
Updated | Jul 14, 2021 |