Description
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)

Steps to Reproduce

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.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-29356 in the post.

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Cannot Reproduce
ComponentUE - Gameplay - Blueprint
Affects Versions4.11.1
Target Fix4.13
CreatedApr 12, 2016
ResolvedAug 3, 2016
UpdatedApr 27, 2018