Description

When using the contain node for an array there is a delay is getting a proper warning to show under certain conditions. This issue occurs when a pin for the bottom is connected before the array is. If the array is connected first you cannot add a mismatched type to the bottom.

In 4.14 even when you restart the project the pin stays connected with no error but if you disconnect the pin you cannot reconnect it. In 4.15 and later versions, An error is created, but only after the editor is restarted, The array should be able to connect at all, or the error should appear after the compile.

Steps to Reproduce
  1. Create a new Project (No template or starter content needed)
  2. Create a new Actor class blueprint > Name it "Cube_BP"
  3. Create a new Actor class blueprint > Name it "Test_BP" > Open Test_BP
  4. Create a new variable > Name it "ArrayTest" > Make it an array of type Cube_BP
  5. Add a contains item (array) node to the event graph
  6. From the begin overlap event connect the Other actor pin into the contain node
  7. Attach ArrayTest into the array pin for the contains node
  8. From the output of the contain node create a branch and attach the execution pin to the Event begin overlap
  9. Compile and Save (Result)
  10. Save all, close, and reopen the project
  11. Open Test_BP and naviagte to the evnt graph (Expected result)
    Result: No warning is thrown about mismatched types for the array
    Expected result: Error is thrown because of mismatched variable types

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.15.24.164.19
Target Fix4.26
Fix Commit14109057
CreatedMay 9, 2017
ResolvedAug 13, 2020
UpdatedApr 28, 2021
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