[4.6.1 Blueprint Bug] Macro Runtime Wires

This is what’s happening in the picture above:

The game is currently running.
There are 3 macros hooked up in a sequence from the Tick event.
The last macro has the input unhooked.

Problem: in the event graph, it shows that the 2nd macro has failed to exit and does not intuitively tell me that the problem is actually in the 3rd macro.

Hi kevin_g,

I was able to reproduce this and have entered a bug report, UE-8121 to be assessed by the development staff.