Developer Notes

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.


When editing a behavior tree blueprint, if one of the custom nodes created and placed in the behavior tree has an "Editable" variable of a user defined struct type, then the variable's value appears to be displayed incorrectly when changed to something other than it's default value (it will be displayed as a large prefix of numbers and letters + the actual value)

Steps to Reproduce
  1. Download the attached project
  2. Open the project
  3. Open "NewBehaviorTree"
  4. Select "BtService_BlueprintBase_New"
  5. In the details panel change "MemberVar_0" to true
  6. Notice that the Node is not displaying a long string of characters followed by the word True

Expected: The text on the node would simply say true or false (NewVar0: True)
Result: The node says something like "NewVar0: (MemberVar_0FJFDAE42DFSDF34235ASDAFC =True)"

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Won't Fix
ComponentGameplay - AI
Affects Versions4.13.1
CreatedOct 7, 2016
ResolvedMar 26, 2018
UpdatedApr 27, 2018