Description

Custom Blueprint nodes no longer appear in the event graph. This was working in 4.5.1, but no longer works in 4.6 and Main.

Previously working:
CL 2336109

No longer working:
CL 2374938
CL 2375748

Steps to Reproduce
  1. Create a new code First Person project, no starter content.
  2. Build the project in Visual Studio.
  3. Open the project in the Editor.
  4. Add a new code class derived from EdGraphNode.
  5. Close the Editor.
  6. Add the following code to the header of the new class:
    public:
    	UFUNCTION(BlueprintPure, meta = (FriendlyName = "Get Configuration Path", Keywords = "String Config Path"), Category = Game)
    	static FString GetConfigPath();
    
  7. Add the following code to the code file for the new class:
    FString UMyEdGraphNode::GetConfigPath()
    {
    	return FPaths::ConvertRelativePathToFull(FPaths::GameDir()) + FString(TEXT("Config/"));
    }
    
  8. Build the project in Visual Studio.
  9. Open the project in the Editor.
  10. Attempt to use the new node that was created in a Blueprint.

RESULT:
The new node cannot be found to use in the Blueprint.

EXPECTED:
The new node can be found and used in the Blueprint.

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Non-Issue
ComponentGameplay - Blueprint
Affects Versions4.64.7
CreatedDec 9, 2014
ResolvedDec 10, 2014
UpdatedApr 27, 2018