Developer Notes

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.


Custom Events with parameters in an Actor Blutility pass in garbage instead of reading the default value set.

Tested in 4.21.2 (CL - 4753647), 4.22 (CL - 5660361), 4.23 (CL - 5755712)

Steps to Reproduce
  1. Create new blank Blueprint project
  2. In Editor Preferences > Experimental > Tools make sure Editor Utility Blueprints (Blutility) are enabled
  3. Create a new Blutility based on Actor
  4. In the Event Graph create a new Custom Event
  5. In the details panel under Graph enable "Call in Editor"
  6. Add a new Input parameter of type String and set the default value to "Test"
  7. Add a print string node to the Event and set the InString of Print String to the String parameter of the event
  8. Compile and Save the blueprint and add an instance to the level.
  9. With the asset selected in the Details Panel > Blutilities select the event created and click Run.

Result: Garbage is printed instead of the default value.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-20965 in the post.

Login to Vote

Won't Fix
ComponentUE - Gameplay - Blueprint
Affects Versions4.
CreatedSep 10, 2015
ResolvedAug 18, 2021
UpdatedAug 18, 2021
View Jira Issue