Print String outputs two values instead of one

Hi,

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?

Many thanks in advance!
Bango

Could we see this part of the script? Besides that:

  • are we sure there is only one actor?
  • how does this actor make it into the scene, how is it spawned / added?
  • what is this actor exactly?
1 Like

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.

Hello!

Please check if you have two of the same actor spawn in the world. If so, temporarily delete the one you’re not checking, then you’ll have one value.

Best of luck on your journey!