Link to test project: [Link Removed]
In BP_MyPlayerController event graph, “T” is bound to a Blueprint function called “BPSetMyArrayElement0To5”. “BPSetMyArrayElement0To5” calls the C++ function “GetMyArrayReference” and, using the returned reference, calls the SetArrayElem node to set the value of element 0 in the referenced array to 5. This should set element 0 of MyArray to 5 and then print “5”, but it does not. Doing the same logic in C++ under the "V" key yields accurate results.
Results: T and V print different results even though they call the same function. T through blueprint and V through a function created in C++.
Expected: Both to return 5.
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does TextureRenderTarget2D get TArray<uint8> type data?
What property of the Slider is the image used when dragging?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What properties of the progress bar can be used for drag and drop highlighting?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-100928 in the post.
0 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.24.2, 4.25.3 |
Created | Oct 12, 2020 |
---|---|
Resolved | Mar 10, 2021 |
Updated | Mar 15, 2021 |