Description

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

Steps to Reproduce
  1. Open UE4 Editor (any project)
  2. Open Project Settings / Engine / Collision
  3. Add about four New Object Channel (any name)
  4. Create a blueprint based on Actor
  5. Add Sphere Trace For Objects node
  6. Drag backward from the Object Types pin and create Make Array node
  7. In Project Settings, delete any of the custom 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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Won't Fix
ComponentUE - Gameplay - Blueprint
Affects Versions4.16.34.174.184.19
CreatedAug 18, 2017
ResolvedAug 18, 2021
UpdatedAug 18, 2021