Getting an object from character blueprint in HUD blueprint causes HUD to stop functioning

Hey!

There’s a weird problem with functions and objects and HUD and characters and I don’t even…

This is a screenshot of my HUD class: http://puu.sh/8dLof.png (there’s nothing in the constructionscript).
Inventory is an actor-array.
It works totally fine like this. BUT!

If a function like this http://puu.sh/8dLtA.png exists in the character blueprint, the Print String in the HUD (or anything else in the HUD) will not trigger.

Requirements:

  1. Both of these functions have to exist with at least these nodes. They do not have to be hooked up to anything or placed in the event graph. Just exist.

  2. The function in the HUD have to get an object from the character (like the actor-array in the screenshot). Does not have to be an array. Getting a float or bool will not produce this problem, only objects (Have not tried with structs or classes, only actor and blueprints I’ve made).

// Andersson

EDIT: This bug only occurs when running a launched or standalone version. NOT when running directly in editor.

Hi MANdersson!

This issue sounds perplexing. I just attempted to reproduce it myself, but couldn’t get it to happen. Could you attach the blueprints in question for us to check out?

We fixed several cooked blueprint issues (what’ happening when you hit the “Launch” button) in the upcoming 4.1 build, so maybe there is a fix in there for this? It is hard to say without me seeing exactly what’s going on.

Hopefully your assets shed better light on the situation.

Thanks! - MikeB

Hey!

I just opened the project I used to test, and the problem was not there any more. However, when I remade the functions, the problem came back. The old functions now had return-nodes, which the new ones does not have. Might be a cause?

The blueprints can be found here: http://puu.sh/8i3lE.rar

I actually am not sure about the return nodes… when I booted up the project, the functions had return nodes (somehow) and were functional. Replaced them with new ones (which automatically did not have return nodes) and made the problem occur. Not sure if the return nodes are relevant at all :confused:
But I know that when I use the blueprints I sent, the problem occurs.

I was going to ask how you got that return node in there. Generally we remove the return node if there are no output variables.

But you’re crashing with the functions that do not have the return node?

Hi MANdersson,

Unfortunately, .T3D is a deprecated format and we no longer support importing .T3D asset files. So, if you could provide me with the .uasset files I may be able to make some headway on this.

In the meantime, 4.1 was released today, so you could try it out with that, and hopefully the issue has been resolved (we resolved a number of “cooked” blueprint issues with this build).

Hey!

It seemed to have been fixed with the 4.1 update. I can’t reproduce it at least :slight_smile: