[4.10.1] - Blueprint Object Comparison Operators Broken

Hey ,

I am still experiencing it but I’ve managed to get past it with a delay of 0.01. What is happening is I integrated Respawning into the game. When I first did this, the UI was missing when the character died and would respawn. Because of this, I attempted to re-create an instance of the UI Widget in the HUD and attach it to the Viewport whenever BeginPlay on a Character would happen.

What was happening is I was checking to see if a given UI element had the player registered with it and a valid reference to the player stored to update data coming from an event delegate on the player character. When the Construct method on the UMG widget hit, it was saying, and mind you since I re-created an instance of the UI, this should have been a new widget reference, but it was showing that I had a reference to the dead Pawn and it was pulling the dead pawn reference when calling the “Get Player Controller” node in BP. This was after Destroyed on the dead Pawn being called.

In that Construct sequence, I also have a Branch where I check if the Pawn reference was stored and if its valid. When I do this during respawning the character, it was showing invalid results. For instance, a != on a Character reference variable was showing false but the debugger was showing the old pawn reference still in it.

But the 0.01 delay was enough probably for the engine to recycle the Destroyed Pawn from memory. But that was pretty much what was happening.

BTW, hope all has been well and happy holidays !