Because the proxy class is set to something within the game module, no warning is placed on the node as the outer package ends up being a valid Runtime module.
This should actually be a warning in the form of "Editor only node placed in a runtime blueprint"
1. Create a custom K2Node that inherits from UK2Node_BaseAsyncTask and place it in an Editor Only module
2. Set the proxy class, ProxyFactoryClass, and ProxyFactoryFunctionName to something inside of a game module
3. Place one of these custom Async nodes inside of a runtime blueprint
4. Compile
Current result: It compiles with a warning that the node is from an editor-only module and used in a runtime blueprint.
Expected result: There should be no warning if the ProxyFactoryClass points to a UClass in a game module. This is a valid scenario.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-112394 in the post.
1 |
Component | UE - Gameplay - Blueprint Compiler |
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Affects Versions | 4.26 |
Target Fix | 5.0 |
Created | Mar 30, 2021 |
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Resolved | Apr 13, 2021 |
Updated | Apr 14, 2021 |