If a UFUNCTION is declared as both BlueprintCallabl as well as static, with the meta specifier "WorldContext = "SomeContext"", the function does not show up in the list of function calls for any blueprint that derives from Object.
Workaround
Removing/commenting the WorldContext meta data will allow the function to be called from object blueprints
Regression:
No - same behavior occurs in 4.16.3 (CL 3561208)
UFUNCTION(BlueprintCallable, BlueprintPure, Category = Time, meta = (HidePin = "worldContextObj", DefaultToSelf = "worldContextObj")) static bool ObjVisable(const UObject *worldContextObj); UFUNCTION(BlueprintCallable, BlueprintPure, Category = Time, meta = (HidePin = "worldContextObj", DefaultToSelf = "worldContextObj", WorldContext = "worldContextObj")) static bool ObjHidden(const UObject *worldContextObj);
Result:
In Actor blueprint, both ObjVisible and ObjHidden appear in the list. In Object blueprint, only ObjVisiable will show up.
Expected:
static BlueprintCallable functions appear in the dropdown for blueprints of all types.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-49099 in the post.
26 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.16.3, 4.17.1 |
Created | Aug 31, 2017 |
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Resolved | Sep 8, 2017 |
Updated | Sep 20, 2017 |