Description

Same issue as in [Link Removed], only this is a different node implementation that attempts to replicate similar behavior. There are a couple differences in behavior here though; notably, that the connection is broken rather than raising a compile error, and that this does not occur if the Return Value pin is connected prior to saving the asset.

Steps to Reproduce
  1. Launch QAGame editor.
  2. Create a new Blueprint class.
  3. Add a StaticMeshComponent.
  4. Add a new variable of type ActorComponent Reference.
  5. Drag the StaticMesh component into the event graph to create a "Get" node.
  6. Drag the new ActorComponent variable into the event graph and create a "Get" node.
  7. Right-click and add a 'Select' node.
  8. Connect the ActorComponent variable to the "Option 1" pin. Note that the wildcard pin types change to "ActorComponent Reference."
  9. Connect the StaticMesh component to the "Option 0" pin.
  10. Compile and save.
  11. Close and relaunch the editor, and reopen the Blueprint class. Note that the "Option 1" pin and new variable "Get" node pins are disconnected, and that the wildcard pin type is now "StaticMeshComponent Reference."

Expected result: The pin type remains set to "ActorComponent Reference" and the connection is not broken after reloading the asset.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-43927 in the post.

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Fixed
Fix Commit3425696
Main Commit3431398
CreatedApr 12, 2017
ResolvedMay 5, 2017
UpdatedMay 12, 2017
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