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Custom blueprint nodes not showing up since 4.6

Hi, i've been creating custom blueprint nodes for my game since 4.5, the thing is that since 4.6 my old nodes are still in the blueprint scripts and work, but since 4.6 I can't find then in the node creation menu,not even disabling the context sensitive option. header: #pragma once

 #include "EdGraph/EdGraphNode.h"
 #include "CustomBP.generated.h"
 
 /**
  * 
  */
 UCLASS()
 class PANICPOP_API UCustomBP : public UEdGraphNode
 {
     GENERATED_UCLASS_BODY()
 public: UFUNCTION(BlueprintPure, meta = (FriendlyName = "Get Configuration Path", Keywords = "String Config Path"), Category = Game) static FString GetConfigPath();
 
 };
 

cpp:

 #include "PanicPop.h"
 #include "CustomBP.h"

 UCustomBP::UCustomBP(const class FPostConstructInitializeProperties& PCIP)
 : Super(PCIP)
 {
 
 }
 
 
 FString UCustomBP::GetConfigPath()
 {
     return FPaths::ConvertRelativePathToFull(FPaths::GameDir()) + FString(TEXT("Config/"));
 }


Any ideas why this is happening?

Product Version: Not Selected
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asked Dec 06 '14 at 11:33 AM in Bug Reports

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EIREXE
43 10 16 20

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2 answers: sort voted first

I checked the status of the ticket that I had entered, and it appears that inheriting from EdGraphNode is actually not the preferred method for creating Blueprint nodes. I did a quick test and I was able to create a Blueprint node by placing the code above into a new Actor class, and I was able to create a node in the Blueprint for my Character.

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answered Dec 16 '14 at 11:11 PM

avatar image EIREXE Dec 17 '14 at 01:04 PM

That worked, thanks tim.

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Hi EIREXE,

Thank you for bringing this to our attention. I was able to reproduce this issue, and I have entered a report to have this investigated further (UE-6486).

Tim

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answered Dec 09 '14 at 11:38 PM

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