Creating an event dispatcher and BlueprintImplementableEvent function with the same names causes a signature conflict inside the blueprint. The event dispatcher is then broken as it cannot be deleted or renamed, and changing the name of the function does not fix the error with the event dispatcher.
1. Open UE4 Editor (any project)
2. Add code to project based on Actor (MyActor)
3. Add BP to project based on MyActor (MyActorBP)
4. Inside MyActorBP, create an event dispatcher named UniqueName
5. Add call to UniqueName to the event graph and wire it into BeginPlay
6. In Visual Studio add the following to the constructor of MyActor:
UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = Test) bool UniqueName();
7. Compile the code
Result:
The UniqueName event dispatcher will show with "_0" after the name and causes compile errors in the blueprint.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-21368 in the post.
5 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.9.1 |
Created | Sep 22, 2015 |
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Resolved | Jul 14, 2016 |
Updated | Jul 14, 2021 |