When a UObject blueprint is compiled, other blueprints with an Instanced variable of that type will show as REINST and will not recognize the original blueprint data.
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced) UMyObject* MyObjectPtr;
Result:
In MyActorBP MyObjectPtr now shows as "REINST MyObjBP C ###"
Expected:
MyObjectPtr holds reference to MyObjBP after the blueprint is compiled.
Head over to the existing Questions & Answers thread and let us know what's up.
10 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.13.1 |
Target Fix | 4.17 |
Fix Commit | 3447537 |
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Main Commit | 3459511 |
Created | Oct 7, 2016 |
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Resolved | May 18, 2017 |
Updated | May 25, 2017 |