Developer Notes

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.

Description

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

Steps to Reproduce
  1. Create a new code First Person project, no starter content.
  2. Build the project in Visual Studio.
  3. Open the project in the Editor.
  4. Add a new code class derived from EdGraphNode.
  5. Close the Editor.
  6. Add the following code to the header of the new class:
    public:
    	UFUNCTION(BlueprintPure, meta = (FriendlyName = "Get Configuration Path", Keywords = "String Config Path"), Category = Game)
    	static FString GetConfigPath();
    
  7. Add the following code to the code file for the new class:
    FString UMyEdGraphNode::GetConfigPath()
    {
    	return FPaths::ConvertRelativePathToFull(FPaths::GameDir()) + FString(TEXT("Config/"));
    }
    
  8. Build the project in Visual Studio.
  9. Open the project in the Editor.
  10. Attempt to use the new node that was created in a Blueprint.

RESULT:
The new node cannot be found to use in the Blueprint.

EXPECTED:
The new node can be found and used in the Blueprint.

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

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Non-Issue
ComponentUE - Gameplay - Blueprint
Affects Versions4.64.7
CreatedDec 9, 2014
ResolvedDec 10, 2014
UpdatedApr 27, 2018