In 5.1 through 5.3, Call-In-Editor functions within EditorUtilityActor Blueprints created via Create Advanced Assets/Editor Utilities/Editor Utility Blueprint are not callable in editor.
Prior to 5.3, creating the same asset as a Basic Asset/Blueprint Class and selecting EditorUtilityActor as the base class will allow the functions to be called in editor.
In 5.3, EditorUtilityActor's created as basic blueprint classes are recognised as an Editor Utility Blueprint and become uncallable.
1. Create a Blueprint via ContentBrowser/Advanced/Editor Utilities/Editor Utility Blueprint and select EditorUtilityActor as the type.
2. Create a function in this Blueprint. It will default to call-in-editor.
3. Place the Blueprint in a level
4. There should be no callable function on the placed actor
Status update on UE-21075 and UE-20622?
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
Teleporter in the Creative Hub is Locked and cannot be accessed
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does TextureRenderTarget2D get TArray<uint8> type data?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-210390 in the post.
0 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 5.1.1, 5.2.1, 5.3.2 |
Target Fix | 5.6 |
Created | Mar 22, 2024 |
---|---|
Updated | Oct 1, 2024 |