[4.6] Blueprint compiler fails to resolve bindings to dispatchers

  1. Using blueprint from previously working project under 4.5.1.
  2. Open blueprint with bind/unbinds to event dispatchers. In this example my blueprint is called “Core2HeroCharacter”
  3. Right click on bind or unbind node for an event dispatcher and select “Refresh Nodes”
  4. Notice many nodes throughout blueprint will have error that states “Error this blueprint (self) is not a Core2HeroCharacter_C, therefore ‘Target’ must have a connection”
  5. Hitting compile seems to clear the errors temporarily. They come back if refresh nodes is selected again.
  6. Running in “Play\Stand Alone” will fail due to these blueprint errors, as seen in logs.

From Logs:

[2014.12.04-17.51.32:946][ 0]LogBlueprint:Warning: [compiler] Warning Could not find a function named “RemoveInventoryItem” in ‘Core2HeroCharacter_C’.
Make sure ‘Core2HeroCharacter_C’ has been compiled for RemoveInventoryItem

[2014.12.04-17.51.32:948][ 0]LogBlueprint:Error: [compiler] Error Function ‘RemoveInventoryItem’ called from RemoveInventoryItem should not be called from a Blueprint

[2014.12.04-17.51.32:948][ 0]LogBlueprint:Error: [compiler] Error Pin ItemClassToRemove named ItemClassToRemove doesn’t match any parameters of function RemoveInventoryItem

[2014.12.04-17.51.32:948][ 0]LogBlueprint:Error: [compiler] Error Function ‘OnInventoryItemAction’ called from OnInventoryItemAction should not be called from a Blueprint

Cross linking the bugs. I think it’s the same thing:
https://answers.unrealengine.com/questions/142054/bug-eventdispatcher-in-gamemode-broken-on-46.html

I forgot to mention that this is 4.6 running from source. I tried this on several of my blueprints and they all had the same issue. Since I can’t use 4.6 in it’s current state, I’ve shelved my integration.

I downloaded the packaged 4.6 engine (non-source) and tried to recreate the issue. I made a first person project and added a dispatcher to the projectile and bound it from the character. This had no issues. The big difference would be that all the blueprints created for this were created with 4.6.

So I tried with an older blueprint project that was using 4.5.1 and it showed the error.

HERE’S THE REPRO:

  1. Setup 4.5.1 engine
  2. Get SwingNinja from marketplace and associate with 4.5.1.
  3. Run it in the editor and confirm it works.
  4. Setup 4.6.0 engine
  5. Load SwingNinja project
  6. Open any existing blueprint. In my case it was MyCharacter.
  7. Create a new Event Dispatcher in blueprints.
  8. You should instantly see all the errors pop up on your nodes as in my screenshot above.

Hey CombatJack-

I have written bug report UE-6396 and submitted it to our bug database so that our engineers can investigate this issue further.

Cheers

Unfortunately, this bug is not fixed in 4.6.1.

You listed a bug #. Is there any way for the developers to see the status of bug numbers? Is there a way to search on github for them? I just integrated 4.6.1 into my project and then finally discovered the bug is still there. If I could have verified that the bug was addressed, I could have saved the several hours of integration.

Hey CombatJack-

Based on your comment in a related thread (EventDispatcher in GameMode broken on 4.6? - Community & Industry Discussion - Epic Developer Community Forums) it sounds as though you were able to get your project working correctly after adding in the GitHub commit listed? Let us know if you have any questions in the future and good luck in your project.