Attempting to bind an event to OnPerceptionUpdated results in an error in Blueprints. It seems that this is caused by the TArray in the function signature not being a constant reference.

Current code:

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPerceptionUpdatedDelegate, TArray, UpdatedActors);

Note: The reproduction case provided is blocked in Main CL# 3810327 as a crash occurs on step 4

Regression?: No
This occurred in 4.17

Steps to Reproduce
  1. Create a new project
  2. Add a new Blueprint actor
  3. In the Event Graph, create a Get Component by Class node and set the Component class to AIPerception Component
  4. Drag off the node's Return Value and create a "Bind Event to OnPerceptionUpdated" node
  5. Connect the execution pin from Event Begin Play to Bind Event to OnPerceptionUpdated
  6. Compile the Blueprint
    Result: The blueprint throws an error, saying that the event does not match the signature
    Expected: The blueprint compiles successfully

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

Login to Vote

ComponentUE - Gameplay - Blueprint
Affects Versions4.174.184.19
Target Fix4.19
Fix Commit3819323
Main Commit3856245
Release Commit3819323
CreatedDec 18, 2017
ResolvedJan 2, 2018
UpdatedApr 27, 2018