Functions are executed the same time
If in blueprint in a sequence a function A is called and from the next sequence pin another function B is called, the second function B should only start executing after function A has finished. Correct? If not, this is not bug.
If I clear an array in function A in a quite slow way with doing a for each loop and manually destroying the actors inside and remove them from the array, and in function B I add new actors to the array, then, depending on the speed of execution of function A and B, some of the actors I add in B are still destroyed and cleared by function A.
This would be the intended behavior for a event, but not for a function as far as I know.
It's easy to workaround this, just append the array in function A to a new local array and clear the array directly after this and do the for each loop on the local array.
asked Apr 01 '15 at 06:05 PM in Bug Reports
Hello John Alcatraz
I was able to reproduce this issue on our end. I have written up a report (UE-13486) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.
Make it a great day
answered Apr 08 '15 at 08:18 PM
Rudy Q ♦♦ STAFF
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