Quote from the UDN:
This is easily fixed with a conditional in bool FBlueprintEditor::ConvertFunctionIfValid(UK2Node_FunctionEntry* FuncEntryNode) which we've done locally, but should probably be made official.
1. In C++ create a BlueprintImplementableEvent like the below.
2. Create a blueprint subclass of the object this function is on
3. Notice that you will You will (correctly) not be able to place it as an event.
4. Override the function
result: you can now convert that function to an event, which you should not be able to do.
UFUNCTION(BlueprintNativeEvent, Category = "Data Source", meta = (ForceAsFunction))void GenerateItemsNoConstForce(AAIController* controller);
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-254350 in the post.
0 |
Component | UE - Framework - Blueprint Editor |
---|---|
Affects Versions | 5.6, 5.5 |
Target Fix | 5.7 |
Created | Mar 6, 2025 |
---|---|
Updated | Mar 7, 2025 |