I’ve not been able to reproduce your issue. Could you please provide some more information on how you set things up? Is there a certain thing you do that makes it corrupt?
Unfortunately I can’t make it happen at will, they are just like that sometimes when I open a blueprint. Sometimes only one of the Makes, sometimes all of them, most of the time everything is normal. I don’t recall ever seeing the numbers appear in the input names while I was working with/near the Make nodes.
I keep working with these structs and check deleteability from time to time, maybe I can catch the problem before the extra numbers show up. Can I print the undo stack somehow? It would help to see what I might have done.
I would try a couple things here. Remake that blueprint from scratch. Start over from a new blueprint and make it exactly the same. Maybe the blueprint got corrupted somehow?
If that doesn’t work, then take a closer look at the variables you are passing in and out of the node. Maybe something is off with the variables you are passing into the array?
If that doesn’t work then we need to take a closer look at the things in your blueprint that use arrays that appear to be working. Maybe something is setup in a way that appears to be fine, but actually makes things not work further down in the execution of the blueprint.
This issue is only one blueprint and in one project too right? Or does it span multiple projects?
As I discovered, if a function has a local variable then a typeless make array node makes the editor crash on compile. That links it to this issue: the struct in question happens to have an array variable which can not be left blank, it requires a make array node. On the deletion of the Make Struct the Make Array becomes orphaned which it seems instigates the bug. Removing the local variable fixed this problem as well.
Oh and the numbers in the input names have nothing to do with any of this.