I could not find any instance of it in the forums already, although this bug was similar.
Build type:
Binary builds from the Unreal Launcher.
Build version:
I noticed this bug in “Version: 4.12.5-3039270+++UE4+Release-4.12” and I replicated it in (newest at time of writing) “Version: 4.13.1-3142249+++UE4+Release-4.13” to make sure it is still present.
Detailed description of the issue:
When editing a behavior tree blueprint, if one of the custom nodes created and placed in the behavior tree has an “Editable” variable of some user defined struct type, then the variable’s value will not display at all or will be displayed as a large prefix + the actual value. This bug appears with default unreal project settings.
Screenshots/Link to video
Repro Steps
- Create a new behavior tree (right click in content browser → Artificial Intelligence → Behavior Tree)
- Create a new task, a new decorator, and a new service (buttons at top of behavior tree editor)
- Create a new user defined structure (right click in content browser → Blueprints → Structure)
- Add a new variable to the task, decorator, and service created in step 2
- Change the type of the variables created in step 4 to be the type of the user defined structure created in step 3
- Add a composite node to the behavior tree (drag off of the root node in the behavior tree editor)
- Add the new task, decorator, and service from step 4 to the behavior tree (drag off of the composite node for the task and right click on the composite node for the decorator and service)
- Make the variables from steps 4 and 5 editable
- The nodes now show empty parenthesis for the values of the variables added in steps 4 and 5
- Select the task, decorator, and service one at a time and for each, change the value of its variable from steps 4 and 5
- The nodes now show a mangled value with ?partially compiled? blueprint
System Specs:
Irrelevant.
Attachments
Exported files with the bug (from “Version: 4.13.1-3142249+++UE4+Release-4.13”).