Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error in the generated code.
The build fails with the following message: D:\Unreal Projects\TestTAssetPtr 4.11\Intermediate\Build\Win64\UE4Editor\Inc\TestTAssetPtr\TestTAssetPtr.generated.cpp(17): error C2678: binary '=' : no operator found which takes a left-hand operand of type 'const TAssetPtr<UTexture2D>' (or there is no acceptable conversion)
The error indicates that the problem is in the generated code, and points to the following line: TextureAssetID=Parms.TextureAssetID;
The build completes successfully.
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