When blueprints associated with the actorcomponent are open and changes are made to the actorcomponent, once it's compiled there are compiler errors on the indirect blueprints.
1. Open a new blank template
2. Create a new blueprint based component
3. Add a single function called 'MyFunction' and compile
4. Create a new actor
5. Add the component to this blueprint under 'add component'
6. Call the function from the component, attaching it to event beginplay and compile
7. Create another new actor
8. Give a variable to the new actor that holds a reference to the first blueprint
9. Add: Event BeginPlay > My Function > My Component > Reference to first actor, and then compile
10. Keep all three open and simply add a default boolean variable into the Component
11. Recompile the component
12. Look at the other 2 blueprints for errors
Result: The component compiles without any error while the blueprints receive compiling errors from being open while this change was made.
Expected: The component recompiles without any errors, while the other blueprints stay the same.
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay - Components |
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Affects Versions | 4.8.1, 4.9 |
Target Fix | 4.11.2 |
Fix Commit | 2951623 |
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Main Commit | 2954576 |
Created | Jul 10, 2015 |
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Resolved | Apr 21, 2016 |
Updated | Apr 27, 2018 |