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Giving an int32 variable the specific ArrayClamp has no affect when the specified array is defined inside a USTRUCT(). Variable is able to be set to a value outside of specified struct's range.
USTRUCT()
struct FRandoStruct
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test)
TArray<float> FloatArray;
FRandoStruct()
{
FloatArray.Add(423424);
FloatArray.Add(23432);
FloatArray.Add(3434);
FloatArray.Add(4578);
FloatArray.Add(459879);
FloatArray.Add(458);
}
};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test) TArray<int32> ClassArray; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test, meta = (ArrayClamp = FloatArray)) int32 ClassArrayRef; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test, meta = (ArrayClamp = IntArray)) int32 StructArrayRef; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test) FRandoStruct StructRef;
ClassArray.Add(423424); ClassArray.Add(23432); ClassArray.Add(3434); ClassArray.Add(4578); ClassArray.Add(459879); ClassArray.Add(458); ClassArray.Add(23);
Result:
Class Array Ref field will reset to 6 upon Enter but Struct Array Ref field will remain at 100
Head over to the existing Questions & Answers thread and let us know what's up.
2 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.13 |
Created | Sep 14, 2016 |
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Resolved | Mar 26, 2018 |
Updated | Mar 26, 2018 |