Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section.
Workaround:
Compiling the blueprint with the reference will update it and allow the reference to function normally.
Regression:
Yes - in binary 4.10.4, the room name would still print as expected after a hot reload.
UPROPERTY(Category = "Room properties", EditAnywhere, BlueprintReadWrite)
FString RoomName;
Result:
Room name is not printed and error detailed in Callstack section is printed to the Output Log
Expected:
Room name is printed after a hot reload of the associated class.
Repro Rate:
3/3
PIE:Error: Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: 'ExecuteUbergraph_ThirdPersonCharacter' from node: Print String in graph: EventGraph in object: ThirdPersonCharacter
Head over to the existing Questions & Answers thread and let us know what's up.
37 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.11, 4.20 |
Created | Apr 21, 2016 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |