Summary
I have a device with an array of a concrete class that has more data inside. At the end of it there is a creative_device reference (path_device) where it gets used to obtain the points of a path. The OnBegin returns correctly a length of 4. But when called from Target with PathDevice.GetPoints() it returns and Empty array. So i have to use the “fallback path” that has the same references as path device but in the target_data class to obtain the points. I want to be able to use the path_device so i can quickly change only in 1 place and all the targets that use that path gets updated and not change it manually on the levels.
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
Have the code with its references correctly.
Start a session
Start game
Expected Result
See The following Prints:
“OnBegin from device path has: 4 points”
“Path From Device.GetPoints() has: 4 points”
Fallback path not used because array gets returned correctly
Observed Result
“OnBegin from device path has: 4 points”
“Path From Device.GetPoints() has: 0 points”
“Fallback Path has: 4 points”
Fallback path used because array is empty
Platform(s)
UEFN, PC.