FString::CullArray is a static function, but the BP version is still taking a string instance to operate on (which it won't mutate as the function is static), and takes the array as an in/out argument (which doesn't really work with BPs).
The BP exposed function should probably be changed to take an array, internally make a copy, call FString::CullArray on the copy, and then return the result.
Something like this:
TArray<FString> UKismetStringLibrary::CullArray(const TArray<FString>& InArray)
{
TArray<FString> CulledArray = InArray;
FString::CullArray(&CulledArray);
return CulledArray;
}
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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| Created | May 18, 2017 |
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| Resolved | Aug 18, 2021 |
| Updated | Aug 18, 2021 |