OK - so I had a spawn actor for a blueprint class (BLUEPRINT A) I had that exposed a NAME variable on spawn
I created a variable in another blueprint (BLUEPRINT B) that was spawning this blueprint - that was a class type - I dragged this class type node into spawn actor with name as a public exposed name variable - this was a mistake though I wasnt paying attention and posted it to wrong spawn actor.
I did a undo operation
I got this message
I couldn’t get it to go away until I destroyed and recreated NAME literal value in BLUEPRINT
see attached - thank you
It’s a little difficult to understand your setup here. Can you post screenshots of both Blueprints in full, showing everything we’d need to reproduce it here? Alternatively, if you can reproduce this in a small test project, you could upload that somewhere and get us a download link so we can check it out. Thanks!
yes of course
see attached - please note this is a blueprint compile issue - my example i created would kind of kill game when you played it as it replicates itself in being play :Slink text
Thanks for video! I was able to reproduce this in 4.7.6 as well as our internal builds, and I’ve entered a bug report for issue (UE-16150). I’ll let you know when I see an update on it. It appears cause is not literal string, as this will happen with any variable type that’s exposed on spawn. I did notice that only Ctrl+Z has this affect, and any other method of changing class, such as attaching another class variable or manually disconnecting it and selecting another from drop-down, does not seem to cause this issue.