4.7p4 Compare Float debugging wires question/bug?

It sure seems like this is a bug, but perhaps I just don’t quite understand something in the debugger. My experience has been each wire turns orange and animates when it’s currently active. I see no reason that all three output wires from a Compare Float node would ever have more than one turn orange at the same time. Confused…

Hi Furroy,

You’re correct, only one of those wires should be active at a time. I just tested this is the 4.7 Preview 4, but I could get your results. How are you getting the values that are going into the function and how often are you calling the function?

It’s inside a loop called 24 times. All 3 cases are active at one point or another through the loop. It’s as when it reenters the function it isn’t clearing the previous path(s). BTW, I’m pretty sure this started with preview 3 I just hadn’t gotten around to reporting this issue.

Yea, actually I just checked with this simple case and each time you step through the function and come out of the compare float macro another wire is lit up and the old one was not cleared out.

Would you mind sending me the .uasset by private message on the Forums?

https://forums.unrealengine.com/

Okay, if you add some Delay nodes in between each of the ‘Calc Tilt from Height’ functions, you can see that they are firing separately. Without the delay nodes it looks like they fire at the same time because the debug visualizations can’t show the process when it’s firing that quickly.

Just seems like if you press run and hit a breakpoint, press Resume, and hit another breakpoint, it shouldn’t still have any active wires from prior to the first breakpoint.

This is intended during debug mode. It’s because all 3 calls to the function are happening within the same execution. If they had separate executions you wouldn’t see all 3 wires lit up at the same time.