How to change code variable names without breaking Unreal blueprints - UE C++ Tutorial 5 Pt5

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How to prevent data loss with variable name refactors in Unreal c++.
Changing a variable name means the binary assets won't know where to map their data to.
At a high level, it tells the engine when loading an asset, "a variable under this old name, should now be called this new name".
After loading an asset that has had data redirected to the new name, you should save the asset. So that the redirector can be removed.

0:00 The problem with refactoring variable names
0:25 Setting variable in blueprint
0:33 Changing the variable name in code ONLY
0:51 Giving it a new name in code
1:10 Lost data in blueprint
2:20 Reviewing the Syntax
2:40 Rebooting with redirector to restore the data in the property
3:15 Documentation on other redirectors
3:30 Ending UProperty Basics SubSeries

#UnrealEngine #tutorial, #blueprints, #cpp, #gamedev #AAA
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Many thanks for this video. This could have saved me hours of frustration a few weeks ago when I needed to change some property names. Ended up redoing the whole thing.... and left a ton unchanged. Now I can finally go ahead with the refactors.

Keep it up, please consider a patreon!

jfernandosimoes
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This whole series was awesome man!

Thanks for the tutorials

luismex
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Is there a way to create a variable in blueprints and move it into C++ without breaking connections? and is there a way to do the same with functions?

mia_bentzen