A blueprint that uses a node for a BlueprintNativeEvent function breaks on hot reload. Blueprint cannot be saved or compiled. Compile error states:
Error This blueprint (self) is not a HOTRELOADED_MyActor_0, therefore ' Target ' must have a connection.
1. Open UE4 Editor (any project)
2. Add code to project based on actor
3. Add the following to the header file:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Testing) float things = 35.0f; //float commentOut; UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = Testing) float ReturnThings();
4. Add the following code to the source file:
float AMyActor::ReturnThings_Implementation() { return things; }
5. Compile
6. Create a blueprint based on the class
7. In the event graph pull off of the Begin Play pin and search for ReturnThings in the drop down (may need to turn off context sensitive)
8. Compile the blueprint
9. In the code class, uncomment the "commentOut" variable
10. Hot reload through the editor
Result:
BP gives a compile error and cannot be saved.
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.7.2 |
Target Fix | 4.8 |
Fix Commit | 2480626 |
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Created | Mar 7, 2015 |
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Resolved | Mar 17, 2015 |
Updated | Apr 27, 2018 |