Right now if an impure node has no exec connections it gets culled out, which is implicitly breaking the wire for the output value of the node. We could either make this work just like a get or make it an error (depending on output of an impure node that is never executed).
1. Open a blueprint with a variable
2. Drop a 'Set' node to a variable into the event graph
3. Use the output of the Set node - but don't connect its exec pin
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-44518 in the post.
0 |
Component | UE - Gameplay - Blueprint Compiler |
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Target Fix | 4.21 |
Created | Apr 28, 2017 |
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Resolved | Aug 23, 2018 |
Updated | Oct 2, 2018 |