So I’m trying to execute a command that I was 99% sure would work. I created an actor that’s placed in my level that simply has a string called “Next Map” that is exposed to the editor.
One I place the blueprint in the level, I manually enter the name of the map file “Mission03”
I then reference this name in my HUD and parse it to the Open Level node. For some reason its not working and instead loads the default map. I have no idea how to fix it though because I have no idea what the return value its actually passing to the Open Level node is.
Is there a way to preview or see what info is being passed to the node? Would be nice if you could just hover over the node and a tool tip would show what’s contained therein.
No, that’s not what I meant. I want to see what information is actually there. For example, in this situation I’ve set the Next Map Name via my actor blueprint to be “Mission03” but obviously something isn’t working so I want to see the information contained in the actual string. Lets imagine that I typed the name incorrectly and so I think I’m getting “Mission03” but really I’m getting “Missssion03” but I have no way of knowing that’s the issue because I can’t see what the return value is. When I plug the pin from my Next Map Name node into the Level Name slot on the Open Level node, it just closes the text field and doesn’t let me know what info its parsing. I want to see what its inputting into that slot.
oh, im sorry, i thought you meant type, but you said value. I agree, it would be helpful to see the contents of a name variable somehow, but i don’t think that’s how tool tips work. the tool tips are hard coded comments in c++.
maybe this could be a pin action instead. when you right click on a pin, you get some context sensitive options like “promote to variable”, so they could add an extra option for simple types to “view value”.
but since that doesn’t exist, the best you can do right now is view the default value of the string variable before converting it to name.