USTRUCT(BlueprintType) struct FTestStruct { GENERATED_USTRUCT_BODY() UPROPERTY(BlueprintReadWrite) uint32 ValueC : 1 ; UPROPERTY(BlueprintReadWrite) uint32 ValueD : 1 ; };
A dev made a struct with bitfield bools as above. They noticed that it's giving strange results when used to control an AnimBP Conduit or Transition in 4.11:
[Image Removed]
*This worked fine in 4.10
*It seems to give expected results if used elsewhere (not in anim State Machine)
1. Make a Third Person code project with a struct as in the description
2. Use that to drive struct to drive a transition in the player animation as in the attached image. (I used the transition from JumpEnd back to Idle/Run for clarity.
3. Try different combinations of Value C and D being True or False and note that the results are odd.
4. Add an Equal Bool as in Pattern B on the attached image. Note that things now work as expected.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
FBXモデルをインポートした際透けた状態でインポートされてしまいます。
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-29356 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.11.1 |
Target Fix | 4.13 |
Created | Apr 12, 2016 |
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Resolved | Aug 3, 2016 |
Updated | Apr 27, 2018 |