class default value after c++ class compile will temporary initialized. It will be restored when opening the project again.
1) Create a c++ actor class(MyActor).
2) Add following code under public: in the newly created actor c++ class.
UPROPERTY(EditAnywhere, category = "test")
int32 EditAnywhereInt;
UPROPERTY(EditDefaultsOnly, category = "test")
int32 EditDefaultsOnlyInt;
3) Compile
4) Create a new Blueprint(MyMyActor) inheriting (MyActor)
5) Open (MyMyActor) in Blueprint editor and change following variables in the class defaults.
EditAnywhereInt = 5
EditDefaultsOnlyInt = 5
6) Save all
7) Go to VS and add following code under public:
int32 testval;
8) Compile c++ class
9) Notice (MyMyActor) have initialized default value as 0 for EditAnywhereInt and EditDefaultsOnlyInt. Expected to have 5 for each.
10) Exit editor and open the project again
11) Open (MyMyActor)
12) Notice default value (5) are restored.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52606 in the post.
9 |
Component | UE - Foundation - Cpp Tools - Hot Reload |
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Affects Versions | 4.18.1 |
Created | Nov 21, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |