We should modify FindBestMatchingFunc_Internal for the case of UObject pins to search for a best matching subclass instead of just use the base UObject comparison.
We could also exclude any function defined outside of an Engine module too, that way any custom added operators are not added to type promotion.
UFUNCTION(BlueprintPure, meta = (DisplayName = "Equal Custom Object", CompactNodeTitle = "==", Keywords = "== equal"),Category = "Test") static bool EqualEqual_LobbyIdLobbyId(UCustomObject* A, UCustomObject* B) { return A == B; }
Result: it uses the default UObject equals comparison, not the subclasses
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
What controls of umg have mouse wheel events in UE4.27?
How does TextureRenderTarget2D get TArray<uint8> type data?
How can PaintContext be used as function parameter in OnPaint?
Why does the REMOVE method of map container remove elements have memory leaks?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-156031 in the post.
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Component | UE - Gameplay - Blueprint Editor |
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Affects Versions | 5.0 |
Created | Jun 7, 2022 |
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Updated | Mar 17, 2023 |