If the user creates a BlueprintCallable static function the editor will crash when playing in standalone mode. If the function is not static the node will have an additional pin and Blueprint will not compile.
UFUNCTION(BlueprintCallable, Category = "Game|Cinematic") static void ShowLevelLoadingScreen();
void UMyBlueprintFunctionLibrary::ShowLevelLoadingScreen()
{
FLoadingScreenAttributes LoadingScreen;
LoadingScreen.bAutoCompleteWhenLoadingCompletes = true;
LoadingScreen.WidgetLoadingScreen = FLoadingScreenAttributes::NewTestLoadingScreenWidget();
GetMoviePlayer()->SetupLoadingScreen(LoadingScreen);
}
);}}
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
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Target Fix | 4.8 |
Fix Commit | 2360442 |
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Created | Oct 29, 2014 |
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Resolved | Nov 14, 2014 |
Updated | Apr 27, 2018 |