I’ve recently started working with UE 5.5 and I’m not very familiar with all the stuff inside yet, so I’d appreciate any help you can give me.
I am currently facing an issue where I want to evaluate a variable (float) in the construction script in order to check and understand the calculations in my code. Therefore I have linked this variable (which should actually only contain one value) to a print string node, but curiously, two different values are spit out in the viewport and in the log. Of these two values, at least the last value is correct - I know this because I have set the variable to public and the variable and its value are also displayed in the details panel of the blueprint - but now I still don’t understand why two different values are being spit out at all.
Does anyone here know why this is happening and how I can fix it?
Sorry, for my late reply, but I didn’t receive a notification about your post.
Which part of the script do you want to see?
are we sure there is only one actor?
Well, there should be only this actor as I didn’t set up any other.
how does this actor make it into the scene, how is it spawned / added?
At the moment I don’t use the Event Graph. The actor is set up to work as spawn boundary for my PCG graph.
what is this actor exactly?
It’s a rectangle spline.