When an object channel is deleted in Project Settings, any EObjectTypeQuery array becomes broken due to the array size shifting.
Additionally: Enums can change when adding new Object Channels after deleting Channels
Result:
Deleted channel is removed from the Make array list, but one of the other custom channels takes its place in the list (so there are 4 custom channels showing but only 3 exist). Additionally, whatever channel is set in the Make Array node is likely to change due to the shifting array.
Expected:
Deleted channel is removed from the Make Array list without changing the selected channel (unless selected channel is the deleted channel)
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-48577 in the post.
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Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.16.3, 4.17, 4.18, 4.19 |
Created | Aug 18, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |