When a struct is created in the header file for a class, and the struct contains a member that is of that class' type, performing a hot reload after changing the class will result in a Blueprint derived from that class and using that struct having compile errors. The errors can be resolved by closing and re-opening the Editor.
class AMyActor; USTRUCT(BlueprintType) struct FActionData { GENERATED_USTRUCT_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Action Data") FVector Point; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Action Data") AMyActor* Unit; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Action Data") AActor* Actor; };
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "TestCat")
FActionData TheData;
RESULTS:
The build completes successfully, but the Blueprint's Event Graph now looks like the Broken.png image.
EXPECTED:
The build completes successfully and the Blueprint has no errors.
WORKAROUND:
Close and re-open the project in the Editor.
I am not able to find world outliner how to enable it?
Teleporter in the Creative Hub is Locked and cannot be accessed
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
5 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.8.3, 4.9.1, 4.11 |
Created | Sep 16, 2015 |
---|---|
Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |