When using ExpandEnumAsExecs for the execution of a BlueprintImplementableEvent in a C++ interface, if the interface function is called by message, the result will always be as though you executed the first element of the enum and ignore the other inputs. See the attached project's code and TestBP / Level Blueprint for more information

Regression?: No
This also occurred in 4.17

Steps to Reproduce
  1. Download the attached project
  2. Generate project files, compile, and open the project
  3. Press play
    Result: On a timer, print strings are displayed. Although it is alternating, the MessageCall always returns Activated unlike the NormalCall which alternates between Activated and Deactivated
    Expected: On a timer, print strings are displayed. Both MessageCall and NormalCall alternate between Activated and Deactivated

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-54156 in the post.

Login to Vote

Won't Fix
ComponentUE - Gameplay - Blueprint
Affects Versions4.
CreatedJan 18, 2018
ResolvedAug 18, 2021
UpdatedAug 18, 2021