1. Make two blueprints based on Object (A, B)
2. Make a third blueprint based on A (A_Child)
3. Add a custom event to each blueprint, with a print node, so that its not data only
4. Create the following logic in B:
5. Add a new function to blueprint A and B
6. Call A's new function from blueprint B, and vice versa, so that the blueprints are dependent on eachother
7. Add a variable to A_Child and make it editable and 'expose on spawn'
8. Add the following logic to B: ![alt text][1]
9. In a new map, use the level script's begin play event to construct an instance of B and invoke its CustomEvent_0, verify that A_Child is contructed with the right value
10. Compile all and save
11. In A, add a new parameter to the function, click compile
12. PIE into the map and note that the value is wrong
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-55667 in the post.
2 |
Component | UE - Gameplay - Blueprint Compiler |
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Affects Versions | 4.18 |
Target Fix | 4.20 |
Created | Feb 28, 2018 |
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Resolved | Apr 11, 2018 |
Updated | May 31, 2018 |