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:"));
}
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Head over to the existing Questions & Answers thread and let us know what's up.
3 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.13, 4.14 |
Created | Sep 26, 2016 |
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Resolved | Jun 6, 2017 |
Updated | Jun 15, 2017 |