An error message informs the user that a function does not have the BlueprintCallable keyword if the same function is using a native to blueprint communication keyword.
The function/keywords are behaving correctly, the documentation is some what clear, but the error message is confusing users.
If the function has a native to blueprint communication keyword the error message should prompt them to override the function if it doesn't have a return value. That information can be found under BlueprintImplementableEvent here.
UFUNCTION(BlueprintNativeEvent, BlueprintCallable) void IsBlueprintCallable_Needs_Return_Value_For_BlueprintNativeEvent();
Expected Results:
A warning message appears stating that the function lacks a return value, and so must be over ridden via right click > Implement Event.
Actual Results:
A warning message appears reading "This function is not marked Blueprint Callable and cannot be placed in the graph."
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How does UMG set overlapping layouts?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-143549 in the post.
1 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 5.0 |
Created | Feb 23, 2022 |
---|---|
Updated | Feb 28, 2023 |