# Wildcard array in macro causes building failure even though it was confirmed as having been fixed in UE 4.10.1

**URL:** <https://forums.unrealengine.com/t/wildcard-array-in-macro-causes-building-failure-even-though-it-was-confirmed-as-having-been-fixed-in-ue-4-10-1/342122>\
**Category:** Platform & Builds\
**Tags:** macro-library, UE4-10, unreal-engine, bug-report, packaging-projects, Blueprint, question\
**Created:** [December 21, 2015, 10:54pm UTC](https://forums.unrealengine.com/t/wildcard-array-in-macro-causes-building-failure-even-though-it-was-confirmed-as-having-been-fixed-in-ue-4-10-1/342122 "2015-12-21T22:54:45Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![anonymous\_user\_afa984b3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_afa984b3](https://forums.unrealengine.com/u/anonymous_user_afa984b3)\
**Post date:** [December 21, 2015, 10:54pm UTC](https://forums.unrealengine.com/t/wildcard-array-in-macro-causes-building-failure-even-though-it-was-confirmed-as-having-been-fixed-in-ue-4-10-1/342122/1 "2015-12-21T22:54:45Z")

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Hey everyone,

So I ran into this problem outlined here:

[[Wildcard array in macro makes project unable to package - Programming & Scripting - Epic Developer Community Forums](https://answers.unrealengine.com/questions/329963/wildcard-array-in-macro-makes-project-unable-to-pa.html)][1]

A few comments down it was confirmed as having been fixed in Unreal Engine 4.10.1 and it was also mentioned in the “[UE 4.10.1 Hotfix changenotes][2]” as having been fixed. See UE-23132.

However, I have been struggling with the same problem even though I am using the above mentioned UE version.

There is a slight difference in my case, I am using a Macro Library and the following macro is giving me the errors in my log:

 ![71500-capture.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/3/b/13b272dc61a0285d041f3bd57b6e53078f67516e.png)

It checks whether an array is empty or not as it was the source of a few “out of bounds” errors and since I was started to use it a lot I decided to use a wildcard array for different cases.

I have verified my Unreal Engine 4.10.1 installation but to no avail. I probably messed up somewhere but I’m not sure where. I will try to recreate the problem in a fresh project tomorrow to see if I can come up with more info.

Thanks and cheers!

Error in log:

```
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2015.12.21-21.59.27:005][0]LogBlueprint:Error: [compiler CrystalObjective] Error The type of Target Array is undetermined. Connect something to IsArrayValid to imply a specific type.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2015.12.21-21.59.27:005][0]LogBlueprint:Error: [compiler CrystalObjective] Error The type of Target Array is undetermined. Connect something to IsArrayValid to imply a specific type.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2015.12.21-21.59.27:013][0]LogBlueprint:Error: [compiler CrystalObjective] Error The type of Target Array is undetermined. Connect something to IsArrayValid to imply a specific type.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2015.12.21-21.59.27:019][0]LogBlueprint:Error: [compiler CrystalObjective] Error The type of Target Array is undetermined. Connect something to IsArrayValid to imply a specific type.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2015.12.21-21.59.27:019][0]LogBlueprint:Error: [compiler CrystalObjective] Error The type of Target Array is undetermined. Connect something to IsArrayValid to imply a specific type.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2015.12.21-21.59.27:020][0]LogBlueprint:Error: [compiler CrystalObjective] Error The type of Target Array is undetermined. Connect something to IsArrayValid to imply a specific type.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2015.12.21-21.59.27:020][0]LogBlueprint:Error: [compiler CrystalObjective] Error The type of Target Array is undetermined. Connect something to IsArrayValid to imply a specific type.

```

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<div class="post-metadata">

**Author:** ![anonymous\_user\_afa984b3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_afa984b3](https://forums.unrealengine.com/u/anonymous_user_afa984b3)\
**Post date:** [December 21, 2015, 11:10pm UTC](https://forums.unrealengine.com/t/wildcard-array-in-macro-causes-building-failure-even-though-it-was-confirmed-as-having-been-fixed-in-ue-4-10-1/342122/2 "2015-12-21T23:10:14Z")

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Just tested it out and I have been able to recreate the bug in a new project with Unreal 4.10.1

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<div class="post-metadata">

**Author:** ![anonymous\_user\_afa984b3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_afa984b3](https://forums.unrealengine.com/u/anonymous_user_afa984b3)\
**Post date:** [December 22, 2015, 11:18am UTC](https://forums.unrealengine.com/t/wildcard-array-in-macro-causes-building-failure-even-though-it-was-confirmed-as-having-been-fixed-in-ue-4-10-1/342122/3 "2015-12-22T11:18:47Z")

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Found a workaround for my specific case as I removed the wildcard array from the output and it now seems to work.

I do however think this is a bug and should be looked at.

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**Author:** ![Solvay](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Solvay](https://forums.unrealengine.com/u/Solvay)\
**Post date:** [February 4, 2016, 11:45am UTC](https://forums.unrealengine.com/t/wildcard-array-in-macro-causes-building-failure-even-though-it-was-confirmed-as-having-been-fixed-in-ue-4-10-1/342122/4 "2016-02-04T11:45:41Z")

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I had the same problem in UE 4.10.2.

I could pass this by inserting below codes at Engine/KismetCompiler.cpp line 2797. Note that its version is 4.10.2, not 4.10.1.

```
// resolve any wildcard pins again if nodes were reconstructed
if (bForceRegenNodes && !MacroInstanceNode->ResolvedWildcardType.PinCategory.IsEmpty())
{
	for (auto ClonedNodeIt = MacroNodes.CreateConstIterator(); ClonedNodeIt; ++ClonedNodeIt)
	{
		UEdGraphNode* const ClonedNode = *ClonedNodeIt;
		if (ClonedNode)
		{
			for (auto ClonedPinIt = ClonedNode->Pins.CreateConstIterator(); ClonedPinIt; ++ClonedPinIt)
			{
				UEdGraphPin* const ClonedPin = *ClonedPinIt;
				if (ClonedPin && (ClonedPin->PinType.PinCategory == Schema->PC_Wildcard))
				{
					// copy only type info, so array or ref status is preserved
					ClonedPin->PinType.PinCategory = MacroInstanceNode->ResolvedWildcardType.PinCategory;
					ClonedPin->PinType.PinSubCategory = MacroInstanceNode->ResolvedWildcardType.PinSubCategory;
					ClonedPin->PinType.PinSubCategoryObject = MacroInstanceNode->ResolvedWildcardType.PinSubCategoryObject;
				}
			}
		}
	}
}

```

I think reconstruction codes added in UE 4.10 cause the problem. I attached my problematic macro below for reference.

![77285-wildcard-crash.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/0/f/00f02a293a970611a8fbe0283662935c69b5082d.png)
