i switch from ue4.26 to ue5.0 and found out that the playerarray gives me invalid playerstates
To add to this, player states are not being spawned for each player either. Each player only has their own player state.
oh, hope they fix that soon
can i report it somewhere else?
i just want to make sure they get the bug report
Help > Report a Bug… in the editor will take you to their bug submission page.
I just submitted one for this after testing it some more.
thanks for submitting it and thanks for the link!
I think this is related to TObjectPtr. If you log PlayerArray from C++, it holds pointers to valid PlayerState(s) as expected. If you log PlayerArray from blueprint, its pointers are reported as invalid.
In GameStateBase, PlayerArray is exposed as:
UPROPERTY(Transient, BlueprintReadOnly, Category=GameState)
TArray<TObjectPtr<APlayerState>> PlayerArray;
If you make a helper function that returns TArray<APlayerState*>, it works in blueprints. Ex:
UFUNCTION(BlueprintPure)
TArray<APlayerState*> GetPlayerArray() const;
TArray<APlayerState*> AGame_GameState::GetPlayerArray() const
{
return PlayerArray;
}
I figured it was just BP having issues with the TObjectPtr changes somehow. I tried the main branch and it seems to already be fixed there. I don’t know from what though because there’s quite a lot of changes between the two.
I’m still seeing this behavior almost a month later on EU5 EA2.
I wish I had found this thread sooner as I spent a long time thinking I was doing something wrong. Eventually I tested and it works great in UE4, but not in 5.
Hi there,
I’ve also been sitting on the problem for a while before I found the thread here.
I’ve been testing for a day how to create a helper function.
For this I have changed my project to C++, I can now create a C++ classe.
I’ve created a C++ GameStateBase and I’m also finding the code.
But I’ve never worked with C++, until now I’ve only ever worked with blueprints.
I wonder if I’m really on the right track, because I can’t edit a C++ classe as a blueprint. Can someone send me a screenshot where I can see a bit more?
BR
i hope they fix that soon
i tried adding it to the bugreport (Unreal Engine Community)
but if i then search for the bug, it dont appear there, really strange, like it never reached there
maybe there is a newer page somewhere??
I found this fix posted on reddit, and it worked.
Please find the bug you posted, or repost and update this entry with the link so we can upvote it.
This seems to be corrected on the 5.0 release branch (that had appeared few days ago on github), I’ve compiled the engine and no more error!
does it work with 5.0.2?