Adding 'self' to an array of another blueprint causes 'none' to be added
Using the node 'self' to populate an array in another blueprint causes 'none' to be added to that array instead of the actor 'self' is pointing to. This was observed in 4.5.1
I tested this in a new project as well and was able to reproduce it.
Thanks for the images! I was able to reproduce the issue in 4.5.1, and after doing some research it looks like we have some bugs with the Self pointer in relation to array functions, Add included. This was fixed internally and is now working in 4.6, which you can download the preview for now and which should have an official release soon. In the meantime, setting a variable to Self on Begin Play and using that with your array functions is the best workaround for this issue. Hope that helps!
answered Nov 20 '14 at 09:21 PM
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