BP compile error on split struct pin display

Hi,

I just noticed a little bug in the BP compile system.
When you create a function with input pins, its completely OK to leave them unconnected.
This is also true for struct nodes.
However, if you have a struct node that contains an array as a member, then compilation is only successful if the struct pin is not split.

As splitting/recombining is not really changing any code logic, both should compile, or not???

Thanks for looking into it :slight_smile:
Cheers,
Klaus

Just to add:

My little workaround at the moment is to simply hook an empty dummy array as a local variable to it. It works just fine, but it adds unneccesarily to graph clutter and resources…

101810-compileworks.jpg

Would still be nice if that gets fixed :smiley:

Hello ,

I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have also provided a link below to the public tracker. Thank you for your time and information.

Link: Unreal Engine Issues and Bug Tracker (UE-34349)

Make it a great day

Bug reported, but marked as “Won’t Fix”?

If you hide the pin in the details you don’t have to specify it!
So a fix has to be possible.

Why can’t we fix that problem?
Just came across this issue again.

– A pointer pin is fine to stay empty and would result in a null pointer.
– An empty Array pin could result in an empty array?

If you hide the pin everything is fine.

Hello Dwarfmine,

If you take a look at the public tracker you will see that it was closed as won’t fix because you have to use a Make Array node if you want to set a array member variable.