In the sample project we have a Widget Blueprint asset (SomeWidget) that implements a native interface (PrintSomethingInterface.h). However, in the DefaultEditor.ini file, we've also excluded all Widget Blueprints from being nativized. The end result is that we have a nativized Blueprint asset (SomeActor) that is set up to call one of the interface functions on an instance of the (non-nativized) Widget Blueprint at runtime.
In this case, the generated C++ code for the nativized Blueprint asset is failing to resolve the interface address at runtime, and the implemented function is not able to be called as a result.
Suggested workarounds include:
N/A
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-92640 in the post.
5 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.22, 4.23, 4.24, 4.25 |
Created | Apr 29, 2020 |
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Resolved | Jul 15, 2021 |
Updated | Jul 19, 2021 |