A user reported an issue where, if a BlueprintCallable function's parameters are edited, a blueprint using a BlueprintCallable function will give warnings instead of an error for a problem after the editor has been closed and reopened.
Regression?: YES
Did not occur: 2872498 (4.10.4 Release)
Occurs: 2954100 (4.11.2 Release)
Note: In 4.10.4 and prior, the warning/error never showed up as the pin was automatically disconnected when the hot reload took place.
UFUNCTION(BlueprintCallable, Category = "Test") void GetEquipmentTypesForCharacter(int32 CharacterID, TArray<int32> &ClothingID);
void AMyActor::GetEquipmentTypesForCharacter(int32 CharacterID, TArray<int32> &ClothingID) { }
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.11, 4.12, 4.13 |
Created | May 3, 2016 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |