Changing the variable name of the parent Blueprint also effects the changes to the child Blueprint, but the Dirty result changes depending on whether it is placed on the level.
This means that Child Blurprint's Dirty is inconsistent.
1. Create a parent Blueprint that base class is Actor, and add a variable. (BP_Parent)
2. Create a child Blueprint that base class is BP_Parent. (BP_Child1, BP_Child2)
3. Place BP_Child2 on the level.
4. Restart the editor
5. Change the variable name created in Step1.
At this time, BP_Child 2 existing on the level becomes Dirty, but BP_Child 1 is not Dirty.
Attached a reproduction project.
When change the name of the BP_Parent variable (Value), it will be reproduced.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-51496 in the post.
4 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.16.3, 4.17.2 |
Created | Oct 20, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |