x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

BlueprintNativeEvent in USceneComponent

Hey all,

So I've create a class that extends USceneComponent. I create an instance of this class in my character constructor, and attach it. In this class that extends USceneComponent, I've created a BlueprintNativeEvent, but I don't know how to find it in the event graph I guess?

Any ideas? Do I have to extend from actor for them to work?

Thanks, Austin

Product Version: Not Selected
Tags:
more ▼

asked Oct 15 '14 at 05:06 AM in Blueprint Scripting

avatar image

AustinK
215 22 19 28

avatar image DannyKarp Feb 25 '15 at 08:51 AM

We have a similar question:

I can't seem to see the BlueprintNativeEvent, in my Blueprint, that i made from my custom component, which is derived from USceneComponent. Is there a way to Bind to that event, that is happening in custom component code, in a blueprint that contains that component?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hey AustinK-

I was able to reproduce the problem of not being able to call a BlueprintNativeEvent of a Scene Component and submitted a bug report (UE-11091). Unfortunately there does not appear to be a reasonable workaround for this issue at the moment.

Cheers

Doug Wilson

more ▼

answered Feb 27 '15 at 07:36 PM

avatar image rohoon Mar 30 '15 at 03:28 AM

Any progress on this? It's kind of a show stopper for me at the moment.

avatar image Doug E ♦♦ STAFF Mar 30 '15 at 03:27 PM

Hey rohoon-

When using the BlueprintNativeEvent tag inside a UFUNTION(), the BlueprintCallable tag needs to be used as well. BlueprintNativeEvent will give the function default code implementation that can be overridden in blueprints but the BlueprintCallable tag is needed to call the funtion to begin with.

Cheers

avatar image rohoon Apr 20 '15 at 06:05 AM

Thanks for the tip. My issue, however, is that only events from AActor subclasses show up in the Blueprint editor, whereas identically-defined events in USceneComponent subclasses don't show up at all.

On an AActor subclass, I can define an event in C++ using:

 UFUNCTION(BlueprintNativeEvent, Category = "My Object")
 void MyEvent();
 virtual void MyEvent_Implementation();

This allows me to drop in a red event node that is triggered whenever I call MyEvent() from C++. Doing the exact same thing in a USceneComponent subclass doesn't show up in the Blueprint editor.

avatar image Doug E ♦♦ STAFF Apr 20 '15 at 02:23 PM

Hey rohoon-

Sorry for the misunderstanding. I have submitted a new report (UE-14057) to investigate the event node not appearing when created in a Component subclass.

avatar image rohoon Apr 20 '15 at 11:27 PM

Thanks Doug, much appreciated.

avatar image Willtheoct Jul 08 '15 at 04:03 PM

Any updates on this?

avatar image Doug E ♦♦ STAFF Jul 09 '15 at 12:48 PM

Hey Willtheoct-

Writing a function inside a custom component class and adding that component to a blueprint does not allow for the functions to be called from the blueprint. Component events only appear in blueprints of the component and not blueprints with the component attached to it. To make something bindable as an event it would have to be made as a BlueprintAssignable delegate.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question