Construction Script not executing in 4.7

Hey,

construction script of my blueprints does not execute in 4.7 if I run game. In editor itself (not PIE, just Editor) it is executed if I change some blueprint variables.

A workaround for this is to copy code of Construction Script method and paste it so it will execute in “BeginPlay” event. This is also how I made sure that Construction Script is NOT called btw.

Edit: It seems that it isn’t executed even in editor…

Hey Dalon,

What class of Blueprint are you seeing this in? Can you post an image of BP so we can try to reproduce this here? Thanks!

EDIT: graph is highlighted once I click compile button, but Print String method has no effect in game.

Hi Dalon,

Construction Script seems to be working fine for me in Preview 7. Print String won’t work in a construction script, though. Are rest of your nodes firing? Do you see lighting updated when you first drag actor into level?

Hi,
I have same problem! Construction script doesn’t execute even if i drag actor on level!

Same for me, with a Blueprint created on 4.2 and upgraded along versions. On 4.7 only first time that I changed parameters on editor has effect.

My Blueprint is on download sections of first post.

I don’t know why my first answer was down-voted, so I deleted it. Anyway, this bug really seems to be fixed. It does no longer happen in my projects.

I’m having same issue. In my Game Mode Construction Script I had it set to Get All Actors of Class then count length of that array and store it as an int. I attached debug Print Screens and no where along line was this value getting filled. I copied that code, detached it from Construction Script and placed it in Event Graph at Event Begin Play and it works. I’m using 4.6.1 and was following a Digital Tutors tutorial to letter (or node, if you will). Thanks Dalon

Hey Dave,

no problem. In current 4.7 build, this workaround isn’t needed any more.

Cheers Dave, I had very same problem and this fixed it. :slight_smile:

I am now having this issue in 4.13. If it was fixed back in 4.7 it’s not fixed anymore.