When an array of custom UObjects is defined in an actor component class, blueprint instances of the component class cannot update the array elements. Array elements only update inside the blueprint, which changes all placed instances. This prevents separate instances from having separate arrays.
Regression:
No - behavior occurs in 4.13.2 and 4.14.0
(BlueprintType, EditInlineNew, DefaultToInstanced)
UPROPERTY(EditAnywhere, Instanced, Category = "MyCategory") TArray<class UMyObject*> ArrayOfMyObjects;
Result:
The element value will be unchanged and still show MyObject
Expected:
Element value can be set on instances of the blueprint
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
UE-81742 DXGI_ERROR_INVALID_CALL
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does UMG set overlapping layouts?
Why does the REMOVE method of map container remove elements have memory leaks?
How to achieve HLSL Multiple Render Target in Material blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
37 |
Component | UE - Gameplay - Components |
---|---|
Affects Versions | 4.13.2, 4.14, 4.20 |
Target Fix | 5.0 |
Fix Commit | 19031036 |
---|---|
Main Commit | 19140863 |
Created | Nov 20, 2016 |
---|---|
Resolved | Feb 17, 2022 |
Updated | Mar 7, 2022 |