If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile.
1. Download, Unzip, and Open project at link:
[Link Removed]
2. Open Enum_Usage
3. Open Error Enum Macro
4. Press Compile
Results:
Internal Compiler Error
Expected:
Blueprint compiles without warnings.
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User posted these steps that led to repro:
1: Create a struct containing a custom enum
2: Created the Data actor named "Container"
3: Inside container put a array of the struct that contained the custom Enum, resize array.
4: Create the actor that uses the Data actor, "Enum_Usage".
5: Open "Enum_Usage" and make it spawn the data actor.
6: Create a macro that takes in the actor that was just spawned (Container in this case) and return the Custom Enum contained inside.
Note: As I stated above I noticed the error only throws if inside the Macro I remove a return value that was ccreated before the custom enum.
7: Create a boolean return value for the macro (Any type of variable should cause it though)
8: Drag the Enum pin we got from the spawned data actor to the macro return output
9: Compile
10: Remove the Boolean Output pin (Or whatever variable you chose)
11: Recompile and the error should occur.
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Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.8.3 |
Target Fix | 4.11 |
Created | Aug 6, 2015 |
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Resolved | Jan 5, 2016 |
Updated | Apr 27, 2018 |