Our cooks recently started generating a warning like this in two blueprints -
LogBlueprint:Warning: [HandEntry] 'Affordable' variable not found. Base class was probably changed.
Opening the Blueprint shows no errors and it compiles without warnings, but browsing/searching for the node shows the culprit -
[Link Removed]
It would be nice if these were consistent (and I'd vote for the former not being a warning if the node has no connections)
Create a blueprint and add a public boolean variable to it.
Create a child blueprint and place a get of the boolean on the graph.
Compile and save both blueprints.
Delete the variable, compile and save the parent.
Use the reload asset action on the child blueprint.
Note the warning in the log.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Installer 4.10 failed with error code R-1603
Hey, why do i get this when i snap two similar meshes together?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-46077 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.17, 4.20 |
Target Fix | 4.20 |
Created | Jun 14, 2017 |
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Resolved | Apr 30, 2018 |
Updated | Apr 1, 2019 |
4703 - projectgheist |