Select node bug with pins

I am trying to use a select node that inputs an array, but when I change the index type to be a Boolean, it changes the input pins, as well as when I connect a Boolean to the input. I know this sounds confusing, but here are the steps to replicate:

Go into a blueprint, and create a custom event.
Place this custom event somewhere in the event graph. (The blue node, not the red node for creating the event)
Create a variable, the variable type should be an array of the blueprint that you are currently working in.
Place a get node for your new variable.
From the variable, place a ‘Select’ node, the variable should now be connected to ‘Option 0’.
Connect the ‘Return Value’ output of the select to the ‘Target’ input on the event.
Change the ‘Index’ combobox on the select to be a Boolean (or possibly other types)
The select’s inputs should have now changed to be of type self. This would have also happened if your index was already a Boolean, but you hooked it up to something like a ‘Make Literal Bool’

There is also one more bug, undoing (Ctrl+Z) will not revert the change of an input type. If I change the input to be a Boolean and then undo, it will not undo the change.

Edit: The select’s input pins are also changed when restarting project, which breaks the code. I also tried to just use an index as the input, and converting the Boolean to an int, but this did not work, same with a byte. I eventually just used a select that was hooked up to a loop.

Hello Jamendxman3,

I was able to reproduce this issue on our end. I have written up a report ( UE-20742) 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