Changing and compiling a custom struct in C++ will break behavior of Make/Break Struct nodes in blueprints if the blueprint is saved after the compile.
Regression:
No - blueprint fails to save after detailed code change in 4.14.3
Workaround:
If the node is already placed in the blueprint, saving the blueprint before compiling code and/or declining to save changes to the blueprint will show the updated node (TestVar3) on project restart.
USTRUCT(BlueprintType)
struct FTestStruct
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly)
int32 TestVar;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Points")
int32 TestVar2;
};
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Points")
int32 TestVar3;
Result:
Break TestStruct node now reads "Break <unknown struct>" and all variables are missing
Expected:
TestVar 3 pin is added to Break Struct node after hot reload / project restart
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-43838 in the post.
20 |
Component | UE - Foundation - Cpp Tools - Hot Reload |
---|---|
Affects Versions | 4.15.1, 4.19 |
Created | Apr 10, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |