Code Chooser evaluations do not show in Rewind Debugger

Sure,

Here’s one example:

`//header
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = “MotionMatching”, NoClear, Meta = (ExcludeBaseStruct))
TInstancedStruct LocomotionChooser = TInstancedStruct::Make();

// cpp
const FObjectChooserBase* DatabaseChooser = LocomotionChooser.GetPtr();
if(DatabaseChooser == nullptr)
{
return nullptr;
}

FChooserEvaluationContext LocoChooserContext;
LocoChooserContext.AddStructParam(InOutChoiceParams);
return Cast(DatabaseChooser->ChooseObject(LocoChooserContext));`On the rewind debugger there are no chooser rows if I do it purely from code. I believe when evaluating choosers from BP they are nested in the ABP. So I’m assuming they need to be attached to that BP somehow? I am calling this code from a native animinstance, and specifically from a function that is bound to an OnUpdate anim node hook, in case that’s relevant.

For the blueprint issue no, the chooser I tried wasn’t a proxy chooser. I have added an Evaluate Chooser node to the character blueprint, the Chooser Evaluation row appears, but it is empty. And the output pins do not report the correct row value for their output columns.

I’m also not entirely sure I understand what you mean by selecting the chooser row first. Until the first evaluation no row appears, I’ve tried selecting it and then running the evaluation again and it doesn’t seem to do anything.

Thanks!