Cannot Use "for Loop" Node In Blueprint

Discussion in 'PC Editor Discussion' started by fceschmidt, Oct 14, 2023.

  1. fceschmidt

    fceschmidt Well-Known Member

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    Just wanted to check if I'm the only one. If you create an empty blueprint, there should be the possibility to create a for loop (usually under Utilities->Flow Control). It's useful for things like spawning objects along a spline and the like.

    Somehow in TSW editor that's not there for me! Now sure I can use a Branch node and a local variable to achieve the same thing. It's just a bit of an inconvenience.

    I'll check again tomorrow, maybe I'm just too tired.
     
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  2. greggryan2

    greggryan2 Active Member

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    DTG Matt DTG JD can this be looked at as for some reason when the editor was released something has been incorrectly included or not included.

    This means that basic unreal engine macros can't be used such as for loops etc.

    I get the editor is beta but it's not possible to learn editor & tsw stuff when simple macros that are in UE have been messed up. Some of these macros are needed.
     
    Last edited: Oct 14, 2023
  3. josh_the_tech

    josh_the_tech Active Member

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    Yeah I also noticed I couldn't do For Loops either, when I was trying to follow along a UE4 tutorial
     
  4. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Sorry but that's the very nature of it being in beta.

    None of this has been intentionally excluded :) I'll get someone on finding out where it's gone :)

    Matt
     
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  5. greggryan2

    greggryan2 Active Member

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    Thank you, Matt it is appreciated :). I definitely understand it's beta, I think possible we aren't clued up on how the editor was done in terms of if it was ever tested in-house if normal UE stuff works like using the Standard macros etc.

    For now, until a patch is done for hopefully a few of these issues bugs I've got a workaround going as well now for the standard macros, which is to make a copy of the standard macros and name it something different. My stuff will then use the uncooked standard macros. Still not a fix but something for now.

    To help it seems the editor isn't liking the standard macros possibly being a cooked asset but I'm not 100%. I only say this as I've noticed other stuff not either liking or seeing cooked assets.
     
  6. queekusme

    queekusme New Member

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    My general impression is that many of the bugs are because the editor doesn’t like the cooked assets… hopefully in V2 these will be solved, however we do have workarounds for now
     

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