If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blueprints that include that component. Changing the value of a property in one Blueprint can cause all other Blueprints containing that component to show the same changed value.
REGRESSION:
No. The same behavior occurs in 4.20.3.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TestCat) bool bGetsLinked;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TestCat) bool bAlsoGetsLinked;
RESULT:
Properties in an Actor Component can become linked across multiple Blueprints containing that component if code in the Actor Component was hot reloaded. This affects not only existing Blueprints, but also new Blueprints created after the hot reload was performed.
EXPECTED:
Different Blueprints containing the same Actor Component are able to set property values independently of each other.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-67134 in the post.
8 |
Component | UE - Gameplay - Components |
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Affects Versions | 4.21, 4.22, 4.20.3 |
Created | Dec 3, 2018 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |