Hello everybody,
I’m used to programming in C# in Unity, and a certain behaviour of Unreal is really bugging me:
I want to check if a variable is set, and if it is, further compare its attributes.
The problem with this setup is, that it gives me a ton of errors if TestVariable is null. Apparently it doesn’t break out of the OR-node after the first condition is met.
In Unity, I often did this:
if ((variable != null) && (variable.value == x))
{
//... do stuff
}
I was expecting the boolean logic blueprint nodes to work the same way, but instead Unreal seems to always check all conditions connected to the node.
So, could somebody tell me how I can get this to work properly?
Thanks!