Blueprint nodes that exist as a result of the UPROPERTY() macro don't get disabled once the "BlueprintReadWrite" or "BlueprintReadOnly" is removed as a parameter in the UPROPERTY() macro. The nodes for setting or getting that variable can't be searched for or created again but existing nodes won't generate warnings or errors and will actually still function as intended when PIE.
The same holds true for UFUNCTION() up until the blueprint is compiled, then the function node generates an error.
Results:
The existing Get Sheep and Set Sheep nodes are still completely functional and don't generate any warnings or errors, yet no more nodes referencing the sheep variable can be created.
Expected Results:
The existing Get Sheep and Set Sheep nodes generate warnings and cause errors upon compiling the blueprint.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-20993 in the post.
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Component | UE - Gameplay - Blueprint Compiler |
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Affects Versions | 4.11 |
Target Fix | 4.17 |
Fix Commit | 3459524 |
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Main Commit | 3510073 |
Created | Sep 11, 2015 |
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Resolved | May 25, 2017 |
Updated | Jun 11, 2019 |