“Given a five element array of objects, if I attempt to retrieve
element #10, it will still return element 5”
I agree with Luke,
This could be so very very confusing in a complex blueprint and really hard to debug, since sometimes element 5 results would be correct… but not if trying to access element 10
I am quite curious, how can blueprints be made to throw exceptions or in some way provide unavoidable feedback to blueprint developers, and stop behavior that would be disastrous in C++ ?
Thank you for UE4!
Rama