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Comments from Epic: I've submitted a bugfix. Starting from UE 5.6 you'll be able to duplicate blueprints with DefaultSubobject AttributeSets. It was a bug in general with CreateDefaultSubobjects of UCLASS(DefaultToInstanced). The fix should be available on github in a few hours.
It being a instanced subobject broke it. Duplicating a blueprint created a CDO while the class flags weren't set yet so it was skipping the step that made the class retain its own subobject instead of pointing to the parent class one, which later got replaced to point to the old BP one, and then nulled because that's an external object.
The text was updated successfully, but these errors were encountered:
Issue 9.4 (discussing duplicating blueprint actors) has been fixed after being discussed on discord!
Old Issue - https://issues.unrealengine.com/issue/UE-81109
New Issue - https://issues.unrealengine.com/issue/UE-273844
FIXED!
Quick link to readme section - https://github.com/tranek/GASDocumentation?tab=readme-ov-file#troubleshooting-duplicatingblueprintactors
Comments from Epic:
I've submitted a bugfix. Starting from UE 5.6 you'll be able to duplicate blueprints with DefaultSubobject AttributeSets. It was a bug in general with CreateDefaultSubobjects of UCLASS(DefaultToInstanced). The fix should be available on github in a few hours.
It being a instanced subobject broke it. Duplicating a blueprint created a CDO while the class flags weren't set yet so it was skipping the step that made the class retain its own subobject instead of pointing to the parent class one, which later got replaced to point to the old BP one, and then nulled because that's an external object.
The text was updated successfully, but these errors were encountered: