The actor Blueprint is intentionally causing an object slice to occur. In other words, we're copying a derived type to a base type, so the expectation is that only the inherited base properties are copied from the derived type.
In this case, that doesn't happen at all. SetStructurePropertyByName seems to be a bit aggressive with checking that UScriptStructs match. Checking that they're from the same hierarchy should be sufficient, but we'll need to validate.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
Teleporter in the Creative Hub is Locked and cannot be accessed
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-207416 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Target Fix | 5.5 |
Fix Commit | 33460108 |
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Created | Feb 19, 2024 |
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Resolved | May 6, 2024 |
Updated | May 20, 2024 |