If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affect static functions in other classes that can still be saved.
From the ticket, the nodes are ending up pointing at the junk old CDO. It changes
DefaultObject="/Script/Outpost.Default__OutpostFunctionLibrary"
to
DefaultObject="/Engine/Transient.BPGC_ARCH_FOR_CDO_OutpostFunctionLibrary_21"
UFUNCTION(BlueprintCallable, Category = Test) static float AThing();
float UMyFunctionLib::AThing() { return 2.0f; }
Result:
ActorBP is unable to save
Expected:
Blueprint saves successfully after hot reload.
Head over to the existing Questions & Answers thread and let us know what's up.
5 |
Component | UE - Foundation - Cpp Tools - Hot Reload |
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Affects Versions | 4.13.1 |
Created | Oct 14, 2016 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |