A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error.
Example: APlayerController::PlayDynamicForceFeedback()
Current workaround: Locally modify the native class declaration to move the BlueprintCallable function into a "public" section.
UATHelper: Packaging (Windows (64-bit)): D:/dev/local/Projects/NatPrivateTest/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/NewBlueprint__pf1010915279.cpp(477): error C2248: 'APlayerController::PlayDynamicForceFeedback': cannot access private member declared in class 'APlayerController' UATHelper: Packaging (Windows (64-bit)): D:\dev\UE4\Dev-Framework\Engine\Source\Runtime\Engine\Classes\GameFramework/PlayerController.h(1088): note: see declaration of 'APlayerController::PlayDynamicForceFeedback' UATHelper: Packaging (Windows (64-bit)): D:\dev\UE4\Dev-Framework\Engine\Source\Runtime/Engine/Classes/Matinee/MatineeActor.h(13): note: see declaration of 'APlayerController'
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-76369 in the post.
8 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.21, 4.22, 4.23 |
Created | Jun 17, 2019 |
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Resolved | Jul 15, 2021 |
Updated | Jul 19, 2021 |