I created a voice line system to use in level sequence cutscenes. A custom event accepts the S_VoiceLines struct, and plays one or more voice lines in a row, with a synchronized speech bubble and text.
The bug: If the S_VoiceLines contains only a single voice line, the struct that gets passed to the event has length=0 instead of length=1. If I pass two voice lines, both arrive correctly. I tried passing an empty voice line, and it got ignored, still length=0.
For now my workaround was to create an empty A_Silence_Cue, pass it as an additional voice line, and in the actual handling detect and skip it. But that’s just avoiding some root issue that I would rather fix or have fixed in Unreal.