Hi, i have a problem with Event Dispatcher in Blueprints. I’m working on 4.6.1
I have a Event Dispatcher on my BP_Editor_PlayerController
. In that i call on the dispatcher.
I have Interface Widgets in which i want to bind to a custom event to update the interface when the event has fired.
It all works as expected, i can save, compile, run, play, and do all that stuff.
Than i close the complete editor, re-open it, and than it instantly give me the following compile error.
LogBlueprint:Error: [compiler] Error No delegate function '' SelectedActorChanged_Event_0
LogBlueprint:Error: [compiler] Error Wrong Event Dispatcher. Refresh node Assign Selected Actor Changed
LogBlueprint:Error: [compiler] Error Failed to create property K2Node_CreateDelegate_OutputDelegate from Output Delegate due to a bad or unknown type (Delegate)
LogBlueprint:Error: [compiler] Error Event signature error: Signature not found. SelectedActorChanged_Event_0
I have to re-compile the widget first, than i have to recompile the BP_Editor_PlayerController
and than all works fine again, until i close the editor, than it starts with compile error again. Sometimes also i have to refresh some nodes in the BP_Editor_PlayerController
before the compile works.
In this case i get some of this errors
LogBlueprint:Error: [compiler] Error The current value (/Engine/Transient.REINST_BP_GlobalFunctions_C_1) of the ' Target ' pin is invalid: /Engine/Transient.REINST_BP_GlobalFunctions_C_1 isn't a BP_GlobalFunctions_C (specified on pin self)
I can’t find my mistake because it all seems to work. There no errors during play or editor work until a full restart.
The call in the widget - The call is made on Event Construct
In the BP_Editor_PlayerController