Unfortunately, that's not how you exposed a function. You don't need to inherit from EdGraphNode. if you do that, you have to have to add it to the menuing system.
Static functions are now only permissable on classes where you have scope.
Custom Blueprint nodes no longer appear in the event graph. This was working in 4.5.1, but no longer works in 4.6 and Main.
Previously working:
CL 2336109
No longer working:
CL 2374938
CL 2375748
public: UFUNCTION(BlueprintPure, meta = (FriendlyName = "Get Configuration Path", Keywords = "String Config Path"), Category = Game) static FString GetConfigPath();
FString UMyEdGraphNode::GetConfigPath() { return FPaths::ConvertRelativePathToFull(FPaths::GameDir()) + FString(TEXT("Config/")); }
RESULT:
The new node cannot be found to use in the Blueprint.
EXPECTED:
The new node can be found and used in the Blueprint.
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.6, 4.7 |
Created | Dec 9, 2014 |
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Resolved | Dec 10, 2014 |
Updated | Apr 27, 2018 |