Title says it all.
I’m creating a Control Rig asset in Unreal 5.5. In my construction script, I want to use the Node called “Remove Item” inside of a function to destroy a controller (let’s call it XXXX). The intention is that when this function is connected to the Construction Event, XXXX disappears from the hierarchy completely.
The node works fine in terms of immediate results: XXXX indeed disappears from the hierarchy. However, the problem I’m encountering is that the node systematically results in making the asset un-compilable the second its plugged in the construction event. The specific error is called on the construction event node itself, and reads like this:
“Found invalid queued notification ElementRemoved - Control(XXXX). Skipping notification.”
Whatever type of item I try to put there, whether its a controller, a bone, a null, etc…, it always results in a compiling error. Whether the item was generated procedurally with a “Spawned” node also has no incidence. Finally, trying to use the result Bool pin to branch only if the result is positive also doesn’t change anything.
I’m assuming that I’m either missing something about the way this node should be used, or that this is an experimental node that was just misimplemented in the Engine. This is hard to check; there is no documentation on specific Control Rig nodes, and I don’t have the C++ background to delve into the node’s implementation myself.
I’d love to have input from someone with more knowledge on the subject!