When using the DisplayName specifier in a UFUNCTION that has a return (anything other than void), the DisplayName does not apply to the function's name in the My Blueprints panel after being overridden and the function's node in the event graph.
In versions later than 4.11.2, the function's node in the event graph shows the display name but still shows incorrectly in the My Blueprints panel
bool AMyActor::ShouldActivateNative_Implementation() { return true; }
UFUNCTION(BlueprintNativeEvent, DisplayName = "ShouldActivate") bool ShouldActivateNative();
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-30552 in the post.
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Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.11.2, 4.12, 4.13 |
Created | May 10, 2016 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |