Summary
I’ve been working on a system utilizing structs, and I am storing my creative_prop_assets in the structs. When calling Spawn Prop directly on the asset within the struct it double spawns to start in the game and then seems to run normal subsequently. It had me stuck for a while, but when I passed it into its own variable of type creative_prop_asset, it started spawning normally. Maybe it was bad form to do that in the first place, but I figured I’d mention it.
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Create a creative_prop_asset blueprint. Mine had vfx assets within.
Create a struct that gets initialized to store the above asset.
Create a suspends function (later in the function it loops .MoveTo on the asset)
Pass the struct into the function (struct contains transform, offset. etc info)
Create something like: if ( Prop := SpawnProp(StructName.Asset, PropTransform)(0)? ): set StoredFXProp = Prop
then
I ran a loop with a validity check and a StoredFXProp.MoveTo() This part would not run after the double would spawn
Expected Result
A single spawn with the following loop running. This would eventually occur.
Observed Result
Double spawn and MoveTo loop wouldn’t run
Platform(s)
Windows 11
Additional Notes
I have moved on with my code, but I can recreate it if you have issues doing so.