Adding an Actor Component that contains a TMap property to a Blueprint results in unexpected behavior when default elements of the TMap are modified in an instance of the Blueprint in the level:
It would appear that all of these are related, so they were collected in a single ticket. These issues only seem to occur when the TMap property is added to the Actor Component class. The issues were not observed when a TMap property was added directly to an Actor class.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = TestCat) TMap<FName, FVector> TheNewMap;
RESULT:
In the first instance above, all default elements are removed from the TMap. In the second instance, every non-modified default element is removed from the TMap. In the third instance, the newly added element is removed from the TMap.
EXPECTED:
In the first two instances, any unmodified default elements remain in the TMap, and in the third instance the new element can be given the name of one of the default elements that was removed.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Head over to the existing Questions & Answers thread and let us know what's up.
11 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.14.3, 4.16 |
Created | Jan 17, 2017 |
---|---|
Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |