Adding c++ header to Actor breaks Blueprints
Greetings. As I am still learning Blueprints, I am not sure if this is a possible bug or if this is working as intended. It seems more of a bug.
Basically, I have a C++ actor that is Blueprint accessible. In my Level Blueprints, I create a reference to this object that is used in the a Blueprints HUD. The actor contains an array of structures, test integers and some other things to help test the interaction between the GUI and the c++ engine.
In my HUD, I have a button that, when pressed, prints a message to the log and updates a test field in the HUD (disregard the very bottom chain, it's for testing):
This works fine. When the button is pressed, TestActorFunction is called. The Food variable is also set fine; I grab a variable that is located in the first index of the array of structures.
Now, I go into the TestActor C++ object file and add:
TestObject is just a basic UObject:
This compiles perfectly. Unfortunately, this causes Blueprints to freak out:
The error messages:
Here is why I think it's a bug. After the .h file has been added and compiled, I can go back into my HUD Blueprint, delete the bad nodes, reconstruct the array, get and break nodes and everything works fine. This basically means that entire chains of nodes needs to be deleted and reconstructed when adding new header files to c++ objects. This can't be working as intended. Or is it?
Thanks for any help!
asked Aug 04 '15 at 08:10 PM in Blueprint Scripting
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