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Array of Execs

That's it... I kinda made an array of execs. But I guess I was not supposed to! :D
Here is a picture of it:
alt text

And me thinking about the possibilities:
alt text

Product Version: UE 4.13
Tags:
arrayofwhat.png (42.6 kB)
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asked Oct 15 '16 at 07:46 PM in Bug Reports

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CrimsonHawk
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avatar image CrimsonHawk Oct 15 '16 at 07:49 PM

It could be even in the feature request category, but I guess Delegates are filling the need of this.

avatar image MacDx Oct 15 '16 at 11:57 PM

How? Impossibru o.o

avatar image CrimsonHawk Oct 17 '16 at 02:54 PM

We do what we must because we can!

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2 answers: sort voted first

Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here. You can track the report's status as the issue is reviewed by our development staff.

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answered Oct 18 '16 at 06:06 PM

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Hi Crimson Hawk,

I believe there is a misunderstanding here. The make array you have is called a wildcard array. It is basically an empty variable, not an array of execution pins. You can, however, place multiple execution pin lines into a node with an execution pin input, you should only be limited to how many outputs an output execution pin has (should be 1). Additionally, you currently have no variable in your cast node object pin, so even were this to work your cast would fail as it is checking nothing.

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answered Oct 17 '16 at 01:35 PM

avatar image CrimsonHawk Oct 17 '16 at 02:52 PM

Yes, it wouldn't run, that's for sure, and the Make Array doesn't have variable set yet, I just needed it when I accidentally created this monster. But I could make the Get node to work with execution pins, as you can see, it has write triangle input and output, that could be connected to the exec input of the Cast node. (I wanted it to connect to the Object, but it automatically connected at the exec pin instead and changed his pin types accordingly)

avatar image Adam Davis STAFF Oct 17 '16 at 03:40 PM

That would not work. As you can see here:

alt text

alt text

The get array node does not have an execution pin unless it has been modified via c++. The add array node does, but a wildcard array cannot be plugged into the execution pin value. This would be illogical as a wildcard array is just an array of non-specific variables that contain no value. Do you have a modified engine? It may be that a change made within a custom source engine has caused this error to occur, otherwise it should give you the warning seen in the second image.

get.png (24.2 kB)
exec.png (23.3 kB)
avatar image CrimsonHawk Oct 18 '16 at 02:37 PM

Yes, I know it doesn't work like that, and yes, I know how do arrays work, and no, I don't have a modified version of the engine. But as you can see, I could still create that Get node, so there must be a tiny bug in the engine. Array of execs in, one exec out. Those pins were connected automatically, when I was putting down these three node.

avatar image Adam Davis STAFF Oct 18 '16 at 02:42 PM

Do you have steps I can take to reproduce the error you are experiencing in a clean, blank project with no additional content?

avatar image CrimsonHawk Oct 18 '16 at 04:12 PM

Yes, it's quite easy. Just RightClick anywhere, put down a Get node. Pull out its right pin (Drag'n'Drop?) and in the upcoming window choose any function that has execution pin.

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