When a component delegate is called in a blueprint as an event, changing levels causes the delegate to loose binding and not be called.
This has not been reproduced internally (Steps based on report)
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompDelegate);
UPROPERTY(BlueprintAssignable, Category = "test")
FCompDelegate CompDelegateTest;
CompDelegateTest.Broadcast();
Result:
Print string attached to the delegate event will print when PIE starts but does not print after restarting the level
Expected:
Delegate triggers each time the level is loaded.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-45510 in the post.
1 |
Component | UE - Gameplay |
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Affects Versions | 4.15.3, 4.16 |
Target Fix | 4.17 |
Created | May 30, 2017 |
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Resolved | Jun 21, 2017 |
Updated | Apr 27, 2018 |