Attempting to bind a custom event to a server-only delegate property currently fails to validate after compiling a Blueprint.
#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "MyActor.generated.h" DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FActorSpawnedEvent, AActor*, Spawner); UCLASS() class AMyActor : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties AMyActor(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; public: // Called every frame virtual void Tick(float DeltaTime) override; UPROPERTY(BlueprintAssignable, BlueprintAuthorityOnly) FActorSpawnedEvent OnActorSpawned; };
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I am not able to find world outliner how to enable it?
An error occurred while trying to generate project files !?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-75153 in the post.
4 |
Component | UE - Gameplay - Blueprint Editor |
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Affects Versions | 4.21, 4.22, 4.23 |
Target Fix | 4.25 |
Created | May 24, 2019 |
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Resolved | Jan 8, 2020 |
Updated | Feb 11, 2020 |