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.
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 |
|---|---|
| Affects Versions | 4.11.1 |
| Target Fix | 4.13 |
| Created | Apr 12, 2016 |
|---|---|
| Resolved | Aug 3, 2016 |
| Updated | Apr 27, 2018 |