Set by reference macro plugged to a select node will cause cook failure

If you connect a macro that sets a variable by reference to a select node it will work in the editor build. When trying to cook the game, it will cause an error and fail the cook.

It would be great if this could be fully supported. Unless there is another way to do the same thing?

This is a small example, but it would be really handy to be able to use this with select nodes that have a greater number of input options.

Hello ,

I was unable to reproduce this issue on our end. I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any other blueprints/settings that may be involved?

I just tried a clean FPS project in 4.15 and it also fails to cook. You don’t even need the actor in the level to get a failure. It seems just having a select node hooked up to a macro that changes variables by reference will break it. Here is a simple test case you can setup. Also attached is the log from the failed cook.

Edit: Removing the connection and compiling the blueprint will cause the cook to succeed in my clean test project.

[link text][2]

Hello ,

I was able to reproduce this issue on our end. I have written up a report and I have submitted to the developer for further consideration. I have also provided a link to the public tracker. Please feel free to use the link provided for future updates. Thank you for your time and information.

Link: Unreal Engine Issues and Bug Tracker (UE-41791)

Make it a great day