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.
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.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-210315 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 5.4, 5.3 |
Target Fix | 5.5 |
Fix Commit | 34034289 |
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Created | Mar 21, 2024 |
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Resolved | May 31, 2024 |
Updated | Sep 25, 2024 |
11908 - dwdamien |