After creating a Blueprint class and then creating a function inside the BP, then creating another BP that inherits from the parent BP and overriding the original function inside the new Class and then after reparenting the new class causes the overridden function to be uneditable.
When clicked on, the graph is prompted with "Graph not editable"
1. Create a blueprint base class, eg. sub-class Character, name it "ClassA"
2. Define a function inside like "TeleportPlayer" with some basic logic
3. Create a new class "ClassB" inheriting from "ClassA"
4. Override the function "TelportPlayer" inside "ClassB"
5. Reparent "ClassB" to e.g. Pawn
Result:
The reparented "ClassB" keeps the overridden function "TeleportPlayer" as if it was declared in the class itself (intended), However, this function Graph is now marked as "Graph is not editable"
Expected:
The function "TeleportPlayer" inside "ClassB" is a fully functional & EDITABLE part of the new blueprint.
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
How does TextureRenderTarget2D get TArray<uint8> type data?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does UMG set overlapping layouts?
How to delete some elements correctly when deleting an array loop?
Why does the REMOVE method of map container remove elements have memory leaks?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-97801 in the post.
0 |
Component | UE - Gameplay - Blueprint Editor |
---|---|
Affects Versions | 4.25.3 |
Created | Aug 28, 2020 |
---|---|
Resolved | Jul 19, 2022 |
Updated | Jul 19, 2022 |