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)
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-48577 in the post.
0 |
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 |