I think that the root of the issue actually comes from the K2 node behavior itself. If you copy your node and paste it to a clipboard, you can see the pins and the string representation of all the values. When I set mine to "None", the pin is assuming the default value of the Expose on Spawn variable, instead of actually respecting "none" as the value you want. 

Steps to Reproduce
  1. Create a Blueprint based on UObject
    1. Add a Object Class reference variable
    2. Mark this as "Expose on spawn" and "Instance editable"
    3. Compile/save
    4. Set the default value of this variable to anything
    5. Add a function called "Print class name" which prints the display name of this variable
  2. In another blueprint, call "Construct object from class" and select this blueprint class type
  3. Set the class variable to "None"
  4. PIE

Result: The class name will be the default value you set in the blueprint, not "none" which you have specified on the node.

Expected: "None" is printed out by the Print Class Name function. 

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-210315 in the post.

Login to Vote

ComponentUE - Gameplay - Blueprint
Affects Versions5.45.3
Target Fix5.5
CreatedMar 21, 2024
UpdatedMay 21, 2024
Pull Requests
11908 - dwdamien