Unexpected at first, but on second thought a reasonable choice by UE5 devs. Makes the node behave like a piece of code would - for every call to get_random() you get a new value.
I can confirm also a choice by UE4 devs. It is what it is, but as a counterargument: efficient/common blueprint design involves taking a single value and taking it to multiple places via multiple nodes. For everything except random numbers, this works, and works well. So it is quite counterintuitive in that context.
Unexpected at first, but on second thought a reasonable choice by UE5 devs. Makes the node behave like a piece of code would - for every call to get_random() you get a new value.
I can confirm also a choice by UE4 devs. It is what it is, but as a counterargument: efficient/common blueprint design involves taking a single value and taking it to multiple places via multiple nodes. For everything except random numbers, this works, and works well. So it is quite counterintuitive in that context.