When editing a Static function from a Blueprint Function Library, any blueprints that have already had it added are unable to be saved. This can be worked around by removing the node and adding it again, but this is not optimal.
Regression?: Yes
Did not occur in 4.12.5 Release (3039270)
Occurs in 4.13.0 Release (3106830)
public: UFUNCTION(BlueprintCallable, Category = "NotWorking") static void StartBug();
void UMyBlueprintFunctionLibrary::StartBug()
{
UE_LOG(LogTemp, Warning, TEXT("Test:"));
}
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Hey, why do i get this when i snap two similar meshes together?
How does UMG set overlapping layouts?
Head over to the existing Questions & Answers thread and let us know what's up.
3 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.13, 4.14 |
Created | Sep 26, 2016 |
---|---|
Resolved | Jun 6, 2017 |
Updated | Jun 15, 2017 |