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@JasonAtClockwork JasonAtClockwork commented Oct 6, 2025

Description of Changes

  • Fixed logic issue around Option<Vec<Option<>>> applying the wrong types for primitives and dropping Optional
  • Fixed an issue with enum vs enum variants wrapped in Option<> producing the incorrect Unreal type
  • Removed unnecessary and incorrect header bindings
  • Type fix in the tests around the Optional Int32

API and ABI breaking changes

No breaking changes

Expected complexity level and risk

2 - Reworked incorrect optional lookups which can happen recursively

Testing

I built out a few simple and complex objects in a Rust module to triple-check possible cases beyond what the test framework calls out.

  • Tested many combinations from a Rust module to an Unreal project
  • Ran and updated Unreal test cases as necessary

@JasonAtClockwork JasonAtClockwork self-assigned this Oct 6, 2025
@JasonAtClockwork JasonAtClockwork added bugfix Fixes something that was expected to work differently backward-compatible labels Oct 6, 2025
@JasonAtClockwork JasonAtClockwork marked this pull request as ready for review October 6, 2025 17:12
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One question on this

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I haven't tested this myself but this looks change looks correct and the regression tests have been updated. The updated tests are passing CI. Thanks @JasonAtClockwork 👍

@JasonAtClockwork JasonAtClockwork added this pull request to the merge queue Oct 14, 2025
Merged via the queue into master with commit 318049a Oct 14, 2025
30 of 31 checks passed
joshua-spacetime pushed a commit that referenced this pull request Oct 16, 2025
# Description of Changes

- Fixed logic issue around Option<Vec<Option<>>> applying the wrong
types for primitives and dropping Optional
- Fixed an issue with enum vs enum variants wrapped in Option<>
producing the incorrect Unreal type
- Removed unnecessary and incorrect header bindings
- Type fix in the tests around the Optional Int32

# API and ABI breaking changes

No breaking changes 

# Expected complexity level and risk

2 - Reworked incorrect optional lookups which can happen recursively

# Testing

I built out a few simple and complex objects in a Rust module to
triple-check possible cases beyond what the test framework calls out.

- [x] Tested many combinations from a Rust module to an Unreal project
- [x] Ran and updated Unreal test cases as necessary
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backward-compatible bugfix Fixes something that was expected to work differently release-1.6-nice-to-have

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4 participants