No longer occurs in latest builds
Event Dispatcher name changes do not propagate to related nodes until the editor is restarted. This does not appear to affect functionality in 4.7.2. In Main, the nodes must be refreshed to restore functionality, but after refresh the nodes are still using the original name of the Event Dispatcher.
Reproduced in 4.7.2 binary and Main (//depot/UE4/Promotable-CL-2479729)
1. Open any project
2. Create a new Actor Blueprint
3. Add an Event Dispatcher
4. Attach a Bind Event to the Event Dispatcher to Event Begin Play
5. Attach a Custom Event to the Bind Event node
6. Attach a Print String to the Custom Event
7. Attach a Call to the Event Dispatcher to the output of the Bind Event node
8. Compile
9. Rename the Event Dispatcher
10. Compile
Result:
The Event Dispatcher nodes still reference the original Event Dispatcher name. Refreshing the nodes does not retitle them. In Main, the nodes will need to be refreshed to become functional again. Restarting the editor will retitle the nodes.
Request a info about UE-127172 bug tracker
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Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.7.2, 4.8 |
Created | Mar 17, 2015 |
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Resolved | May 20, 2015 |
Updated | Jul 14, 2021 |