I’m seeing a lot of instances where the Blueprint editor is just lying about the values of parameters on nodes inside functions (especially if those BP functions were duplicated from other functions).
Here’s an example. At top, what the Blueprint editor says is in the dialog – it’s trying to tell me that text from a completely different dialog is being displayed there. Below that, the actual (correct!) text as displayed in-game.
Do you usually re-compile your project fully after you copy-paste your nodes between blueprints?
Yes, almost always. Sometimes I even go further and after doing that, I’ll save everything, close down the editor entirely, and re-open it in an attempt to circumvent this bug – but it doesn’t seem to make a difference.
To be clear, I’m working entirely within a single Blueprint object when I’m doing this; all I’m doing is duplicating different BP functions inside the same blueprint and referencing them from the blueprint’s main event graph.
If you select the original nodes in the blueprint editor, and hit Ctrl-C to copy them, and then paste that into the left side of this diff viewer: https://www.diffchecker.com/
…and then do the same with the duplicated nodes; but copy and paste their code into the right side of that page and hit “Find Difference!” - does it look like the correct values are there, or are they wrong in the low-level blueprint code too?
A bit of additional clarification: while the actual nodes the BP editor are showing me are correct for the BP function I’m looking at, the parameter values getting passed into those nodes are specifically what’s going wrong – it seems to be often taking the values being passed into the action nodes in other BP functions (most likely, the ones I originally duplicated the functions from) and incorrectly showing them as being passed into the action nodes in this BP function.
I am seeing this all over the place now, with almost every BP function I look at.
Here’s another image to illustrate:
Thanks for the suggestion … no time to try it right now. For now, I’m just going to change all those text parameters to literal text objects (i.e. “Make Literal Text” nodes); that seems to work around the problem.
We found a repro internally on this, and are working on a fix today!
Hey, terrific! Very glad to hear this … Thanks so much, Nick!
Fixed in CL 2615756 in Perforce, or in this GitHub commit:
https://github.com/EpicGames/UnrealEngine/commit/e17ebf87b39d761426843381b1aaab5fbf2cc0b7
Thanks for reporting the bug!
Hmm – we specifically integrated that CL early this morning, and it doesn’t seem to have fixed the bug; I’ve seen it several times again today with that same Blueprint.
Hey, are you able to still reproduce the issue after duplicating graphs, or are you only experiencing the issue with previously duplicated graphs?
The fix only resolves the issue for graphs duplicated post-fix. Any graphs that were duplicated before the fix will still be corrupt. There is no general fix that we can do to fix up old duplicated graphs, unfortunately, because it would have undesirable fallout for projects with localization data prepared.