DoesSocketExist always returns false for Sprites in a Flipbook, whether there is a socket on any/all of the Sprites or not.

Note: GetSocketLocation seems to work fine, indicating that it is reading a socket from the Sprites in the Flipbook

Also occurs in 4.7 Preview: CL-2403078 and Main: CL-2406189

Steps to Reproduce

1. Create a new 2D SideScroller Blueprint template project
2. Open the IdleCycle Sprites
3. Add a Socket called 'SocketTest' to each of the Sprites 1 through 8
4. Open the MyCharacter Blueprint
5. Get Sprite > Does Socket Exist
6. Event Tick > Print String
7. Attach the Return Value of DoesSocketExist to the In String
8. PIE

DoesSocketExist returns false

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ComponentUE - Gameplay - Paper2D
Affects Versions4.
Target Fix4.7
Fix Commit2426246
Release Commit2426246
CreatedJan 15, 2015
ResolvedJan 30, 2015
UpdatedApr 27, 2018