Hello,
I am having a similar problem to the one posted in this question :
I have a USTRUCT TArray property in FAnimNode, and in the USTRUCT I have other UPROPORTY variables. When I create the AnimNode in the Animation Blueprint, the USTRUCT array has the correct number of elements as I have created in the AnimGraph, however the contents of the USTRUCT is not initialized properly. Below is more details and code definitions:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Tasks, meta = (PinHiddenByDefault))
TArray<FMyStruct> Tasks;
With MyStruct being defined as:
USTRUCT()
struct FIKinemaPenetrationTask
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FloorPenetration)
FBoneReference BoneRef;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FloorPenetration)
bool Penetrating;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FloorPenetration)
bool OffsetHips;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FloorPenetration)
bool WorldRayTrace;
/** MeshOffset Depth of the bone/joint inside the mesh */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FloorPenetration)
float MeshOffset;
/** Reference frame of Penetration Plane. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FloorPenetration)
TEnumAsByte<EBoneControlSpace> PlaneTransformSpace;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FloorPenetration)
FVector PlanePos;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FloorPenetration)
FVector PlaneNormal;
};
In the AnimGraph editor, I can edit the BoneReference in MyStruct and when setting a break point in the FAnimGraphNode I see the correct values, however setting a break point in the FAnimNode::Evaluate fuction shows the array Tasks to have the correct number of items but wrong data in its members.
Just as a note, with UE4.3 This works fine with no problem.
Thanks