The source of the error appears to be a stray DefaultValue="None" that's contained within the inner "Test_Nested_TestContainer" split pin (copy/paste the node to notepad to see this). If you refresh the node, then the DefaultValue="None" goes away. Additionally, it gains a tooltip entry.
There appears to be a discrepancy with how pins are created during a split when performed manually vs refresh.
USTRUCT(BlueprintType) struct FTestNested { GENERATED_BODY() UPROPERTY(BlueprintReadWrite) UDataAsset* TestContainer; //Can also be TObjectPtr<UDataAsset> }; USTRUCT(BlueprintType) struct FTestRoot { GENERATED_BODY() UPROPERTY(BlueprintReadWrite) FTestNested Nested; }; //consts etc removed for clarity. UFUNCTION(BlueprintCallable, meta=(WorldContext = "WorldContextObject")) static void TestFunction(UObject* WorldContextObject, UPARAM(ref) FTestRoot& Test) {};
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-161254 in the post.
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Component | UE - Gameplay - Blueprint |
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Affects Versions | 5.0 |
Created | Aug 17, 2022 |
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Updated | Feb 13, 2024 |