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.
Construction script is activated at editor time as well as at runtime
Just by moving the object the print comes out also, I’m pretty sure when you open the map and of course when you compile in blueprint