Can't cast to custom blueprints in 4.5?

I seem to have run into a bug where I cannot cast any object to any of the custom blueprints I have made?

I have tried doing it in many different blueprints including the player controller.

Anyone know how to fix this?

PS. All of my cast nodes from 4.4 are still there and still work.

PPS. I have of course tried settings ‘context sensitive’ off.

PPPS. It also does not let me cast to custom blueprints in projects made in 4.5

This is a problem for one of our programmers who switched to 4.5, not sure how or why this was removed but it’s annoying.

Yeah, I don’t know if its actually a change or a glitch, reinstalling now to find out.

I have it through the launcher and can do this, the other programmer has it through github and can’t, having compiled the newest version today. Is yours from github as well?

No, mine is from the launcher

[UPDATE] No, the problem was not resolved on reinstallationo of the editor.

:frowning:

Hey -

When you say you cannot cast to a custom blueprint, does that mean that the “Cast To [Blueprint name]” node doesn’t appear or are you referring to something else? What type of blueprints are you attempting to cast from/to? The more detailed information you can give will make it easier to figure out what is happening.

Cheers

What I mean is that no matter if I right click or drag off of another node, there are no cast to blueprint nodes for any blueprints that I have made, no mattter what the blueprint I’m trying to cast to is derived from.

When casting to a node it needs to know what kind of reference it is receiving. As an example, if you add an “Actor Begin Overlap” event to your event graph you can extend from the Other Actor output pin and cast to any actor blueprint (including your own).

Cheers

Myself and know how to cast to nodes as we have done in 4.4 but when moving our project to 4.5, something broke and now when we attempt to cast an actor to another type of actor, the node to do so can’t be selected off of the menu where it appeared in 4.4, context sensitive or not. I am still on 4.4 and one programmer moved to 4.5 to experiment with UMG. I have to send him blueprints with casting to character and playercontroller blueprints so he can copy and paste them into his blueprints, because they never show up to be generated. When dragging off of the return value of a cast to custom blueprint, he can’t even get or set variables without turning off context sensitive which is clearly not intended to my knowledge. I think it’s specifically an issue with projects converted from 4.4 to 4.5 because this works as intended using my launcher version of 4.5 with blueprints generated within 4.5. I think there is some kind of issue with blueprints not being aware of each other, but don’t know much beyond that. The casting nodes which are copied DO work, but those nodes can’t be picked off a menu anymore in our projects.

Thankyou for answering , but that is not the problem, “We know how to cast to nodes as we have done in 4.4 but when moving our project to 4.5, something broke and now when we attempt to cast an actor to another type of actor, the node to do so can’t be selected off of the menu where it appeared in 4.4, context sensitive or not. I am still on 4.4 and one programmer moved to 4.5 to experiment with UMG. I have to send him blueprints with casting to character and playercontroller blueprints so he can copy and paste them into his blueprints, because they never show up to be generated. When dragging off of the return value of a cast to custom blueprint, he can’t even get or set variables without turning off context sensitive which is clearly not intended to my knowledge. I think it’s specifically an issue with projects converted from 4.4 to 4.5 because this works as intended using my launcher version of 4.5 with blueprints generated within 4.5. I think there is some kind of issue with blueprints not being aware of each other, but don’t know much beyond that. The casting nodes which are copied DO work, but those nodes can’t be picked off a menu anymore in our projects.”

I have created a new project and the problem persists.
I really need help as this has stopped the development of my game dead in it’s tracks.

Hey -

I am still having trouble reproducing this problem myself. I created a project in 4.4.3 and created a copy in 4.5. I then created two blueprints (custom1 and custom2). Inside custom2 I added a function and connected a PrintString node.
In custom1 I set a key press event to “Get All Actors of Class” followed by a For Each Loop node. From the For Each Loop I was able to cast to custom2 and then print the string. Here is an image of how the custom1 is set up. Let me know if there is something different that you are doing to set up your cast nodes.

That is the same method, in as much as it uses a cast to node (what other methods are there?)
Here is a screenshot of my project with the two custom blueprints in the content browser

And as you can see in this image, if I try to cast to a custom blueprint, it does not come up

PS. This particular project was created in 4.5, and none of my other projects from previous versions’ cast to nodes are appearing either.

With the setup that you have here are a couple other things you can try. Create a new variable and set its type to Actor. From the SpawnActor node, connect the return value to a set of the new variable. You can then use a get of the variable to cast to your blueprint. Alternatively, Since the instance is already referenced in the SpawnActor node, the cast is given to the return value. So you could pull off from the return value pin and make the call to your other blueprint’s function directly. Here is an image of both methods:

I can’t cast to any of the blueprints i have created. Im guessing it’s a bug.

Edit : ok it’s a bug with the experimental blueprint thing “Use new blueprint menuing system”. Disabled it, works fine now, but i liked this experimental a lot :frowning:

I found the bug, i edited my first post. Thx anyways :slight_smile:

Hey Raikoh-

Have you tried following the examples above on setting up your blueprints?

Hey -

Based on Raikoh’s response below, do you have the “Use new blueprint menuing system” enabled or disabled? If you disable it are you still unable to cast to your blueprints?

YES!!! Thankyou Raikoh and !!!

Disabling new blueprint menu system fixed the problem :slight_smile:

PS. What is the new menuing system?

But thank you very much :smiley: