Custom nodes (C++)
Hey! I don't know but my code doesn't work for some reason, I've tried so many different things and gave up. Any help you be awsome :-) thanks in advance :-)
Change BlueprintPure to BlueprintCallable. BlueprintPure is only for marking functions so that they appear to not need an exec pin when used in Blueprint.
They are analogous to 'const' functions in C++, but sometimes you actually need to do something non-const in your C++ code even though you want it to appear as a const function in Blueprint. In that case you would use BlueprintPure. But since your Blueprint function is specifically not const function (in fact, it exists only to modify control flow), you need to use BlueprintCallable, otherwise weird things will happen, such as a Blueprint compiler/intepreter discarding your function usage in the Blueprint graph.
answered Aug 12 '15 at 10:13 AM
You placing function in component, so it wont show up in context menu unles from pin containing object of that component. Your node should be visible in Pallet tab which contains all function nodes should be visible. Pallet tab is closed by default, you need to open it from "Window" manu.
answered Aug 21 '15 at 07:25 PM
Ok, sorry, took a small break from development, but: I made an if instead, incase there is any incompatible use of branches (two branches that are called at the same time). The code now: EMultiBranchEnum.h:
I've check the placement of the files and all lies inside the Source folder. I corrected the ActorComponent to UActorComponent and AmultiBranch to UAmultiBranch. I looked in the pallet window and searched for "multi" but it only showed up with "add Multi Branch": and I pulled out a branch wire and got the same thing. It looked like this: (view the node picture)
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