Description

Expanding a macro that passes a struct with split struct pins to a function causes internal compile errors.

Attaching sample project, can be recreated with steps above.

Steps to Reproduce
  1. Create a user defined struct with a few members
  2. Create a function in a blueprint function library that takes that struct as an input
  3. Create a macro in a macro function library that accepts that struct as an input, and passes it to the function
    • [Link Removed]
  4. Put the macro in an event graph, split the struct pins, and connect it to the split struct pins of a make struct node for the custom struct
    • [Link Removed]
  5. Right click on the macro and select "Expand nodes"
  6. Notice that the graph is now in a weird state with pins colored as connected, but with no lines connecting them to anything.
    • [Link Removed]
  7. Compile and notice the following error
    • [Link Removed]
Callstack
Internal compiler error inside CreateExecutionSchedule (site 2); there is an issue with node/pin manipulation that was performed in this graph, please contact the Blueprints team!

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.16.24.17
Target Fix4.18
Fix Commit3591386
Main Commit3628687
Release Commit3643070
CreatedJul 27, 2017
ResolvedAug 16, 2017
UpdatedJul 2, 2018