[4.7.1] functions & self references?

Target means which class is executing function, self means Blueprint this node is in, so target=self , is same thing as if you wouldn’t have that pin exposed. Maybe post more info about your blueprint setup and from which class you are doing this.

Since I upgraded from 4.6.1 → 4.7.1 I get following warnings for all of my functions:

LogBlueprint:Warning:
FMemberReference::ResolveMember
(GenerateLevel) bSelfContext == true,
but no scope supplied!

I noticed that functions by default get a Target (typeof SelfReference). But I don’t even need those. How to get rid of them?

Event Begin Play is pin before it. It is located in Level blueprint. And GenerateLevel is just a custom event. It really makes no sense to even have a TargetNode here at all.

other thing that I don’t understand is: why does it even generate a warning? If self == Levelblueprint anyway, and if it is not used anyway, and if custom event is obviously also inside of LevelBlueprint, then why even throw a warning? What is that warning even telling me? Plugging in a reference to “self” still raises same warning.

Every single function I create in 4.7 throws this warning. No matter what I do or how simple function is. It’s spamming my output window. Just create a function and connect it to any random event and you get a warning. At least for me.

Hm I don’t know really, and I can’t see what you’re actually doing here. I too had several unexpected issues with updating to 4.6 and now to 4.7.1 .Things that worked fine in July last year now stopped functioning etc. Usually I just try to find a different solution, a different way of doing same thing, in your case looks like you’re triggering a custom event, maybe for start try recreating CustomEvent , if that won’t work , try to do it differently without using CustomEvent, you could maybe use “CastTo” function to access functions and variables from other Blueprints.
Example:getting varible information from another blueprint? - Editor Scripting - Epic Developer Community Forums
It feels kinda stupid remaking something that already worked, but that’s programming and debugging.

No it’s not a custom event or anything. Just MOST BASIC functions now generate warnings. Also new ones. See below.

Can’t I disable specific warnings in output window?

Hmm, sorry, I wouldn’t know what that error means, in my project I actually don’t do nothing in level blueprint, I handle most of game play stuff and environment from GameModeBlueprint (extended from C++ GameMode Class).
I searched docs, hope this helps :

https://docs.unrealengine.com/latest/INT/API/Editor/BlueprintGraph/FMemberReference/ResolveMember/2/index.html

https://docs.unrealengine.com/latest/INT/API/Editor/BlueprintGraph/FMemberReference/ResolveMember/index.html

https://docs.unrealengine.com/latest/INT/API/Editor/BlueprintGraph/FMemberReference/index.html

Returns member UProperty/UFunction
this reference is pointing to, or NULL
if it no longer exists Derives ‘self’
scope from supplied Blueprint node if
required Will check for redirects and
fix itself up if one is found.

Similar problem:

I’m sorry I don’t know any C++. I just want to mainly work with blueprints. Otherwise Unity would be better for me. But it feels like a bug. I created a bug report. This engine… so buggy…

Yes it’s still in development so there are new bugs happening with every update, fortunately there are usually more ways of doing something so in most cases you can work around problem.

Hi Napoleon,

I was able to reproduce this in 4.7.1 and our internal build, and I have entered a bug report for developers (UE-11252), but wanted to check with you: are you seeing this log warning with any functions NOT in Level Blueprint? I only seem to get them if function resides in Level BP.

My apologies. It indeed seems that it only occurs in Level BP. Not in other blueprints.

True that. But I’m new to engine and every time I ask myself this: “is it a bug, or is it my lack of knowledge”? And lastly, you design your game for a certain approach, and at last moment you find out that it is bugged or still in development and you have to redesign everything for another approach :/.

But only blueprints seem relatively buggy to me. Everything else seems rather stable. And a ‘warning-bug’ is something I can live with.