Description

A blueprint that uses a node for a BlueprintNativeEvent function breaks on hot reload. Blueprint cannot be saved or compiled. Compile error states:
Error This blueprint (self) is not a HOTRELOADED_MyActor_0, therefore ' Target ' must have a connection.

Steps to Reproduce

1. Open UE4 Editor (any project)
2. Add code to project based on actor
3. Add the following to the header file:

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Testing)
		float things = 35.0f;

	//float commentOut;

	UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = Testing)
		float ReturnThings();

4. Add the following code to the source file:

float AMyActor::ReturnThings_Implementation()
{
	return things;
}

5. Compile
6. Create a blueprint based on the class
7. In the event graph pull off of the Begin Play pin and search for ReturnThings in the drop down (may need to turn off context sensitive)
8. Compile the blueprint
9. In the code class, uncomment the "commentOut" variable
10. Hot reload through the editor

Result:
BP gives a compile error and cannot be saved.

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Cannot Reproduce
ComponentUE - Gameplay - Blueprint
Affects Versions4.7.2
Target Fix4.8
Fix Commit2480626
CreatedMar 7, 2015
ResolvedMar 17, 2015
UpdatedApr 27, 2018