This is not a regression. Tested in //UE5/Release-5.2 CL26001984

When using the drop down to select a sound wave asset as an input for a Macro then getting the duration of the sound wave within the Macro an access missing property error is thrown. If a variable is passed into the input - it works as expected. If a function set up the same is passed a sound wave asset by the drop down - it works as expected.

Steps to Reproduce
  1. Create or open any project
  2. Right click in the Content Browser then select Blueprint Class and choose Actor
  3. Place the Actor in the scene
  4. Open the Actor then navigate to the Event Graph
  5. Create a Macro that when executed prints out the Duration of an inputted Sound Wave
    1. On the left side of the Event Graph under My Blueprint > Macro select the + icon
    2. In the Macro's graph select the Inputs node
    3. In the Details panel add 2 inputs by selecting the + icon twice
    4. Select the variable type of the first input then search for and select Exec to change it to an Execution pin
    5. Select the variable type of the second input then search for and select Sound Wave > Object Reference
    6. In the graph drag off the Execution output pin then create a Print String node
    7. Drag off the Sound Wave output pin then search for and select Get Duration
    8. Connect the Duration output pin to the Print String's In String input pin
  6. In the Event Graph search for or drag in the New Macro node connecting it to Event BeginPlay
  7. Select the drop down menu for the Sound Wave input pin then choose any Sound Wave Asset
  8. Compile then play in editor
  9. Observe the value printed to the screen
  10. Stop playing in editor

Expected Results:
The correct duration is printed to screen. When play stops no errors are reported.

Actual Results:
The duration is reported as 0.0. Access missing property error is reported when play stops.

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ComponentUE - Gameplay - Blueprint Runtime
Affects Versions5.3
CreatedSep 20, 2023
UpdatedFeb 13, 2024
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