Description

I noticed this while executing [Link Removed].

Steps to Reproduce

Repro

  1. Create new BasicCode code project.
  2. Create a new C++ class.
  3. In VS add the following line under the public section of your class's header file:
    UPROPERTY(Category = TestingVar, BlueprintReadWrite, EditAnywhere)
    	bool testVar;
  4. Press the compile button in the editor.
  5. Create a Blueprint class based on the C++ class you created.
  6. Place an instance of the BP class into the level.
  7. In the Blueprint editor, focus the event graph and place a get and a set node for testVar.
  8. In VS, rename testVar to testing.
  9. Click the Compile button in the editor and go back to the Blueprint editor.
  10. Observe the warnings on the get and set nodes in the event graph.

Result:
After hot reloading the naming change, the warnings display the names in the generic Kismet node naming convention. For example:

K2Node_VariableGet_0

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34219 in the post.

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Won't Fix
ComponentUE - Gameplay - Blueprint
Affects Versions4.13
CreatedAug 4, 2016
ResolvedAug 18, 2021
UpdatedAug 18, 2021