Blueprint internal events are not cooked.
It seems that something is wrong when cooking blueprints with nodes that creating internal events.
I’ve created TimeManager Actor which I will use to provide quick event system for artists. I can get it to work while simulating in editor but it’s not cooked properly. Actor is spawning, ticking etc but UFunction is not in the FuncMap.
Custom Node I created is based on code that K2Node_MatineeController is using. Everything seems fine but it still doesn’t work.
I’ve made a simple project that contains plugin with c++ code.
U can use this with 4.9.*. It will compile on first time you open the project. To check how it behaves in game just simply package it. There is almost no content etc. All required information will be displayed on the left top corner of the screen. Events are fired at 5 and 10 seconds for test. This can be easily changed in property panel.
I made this topic because there was no response for this thread:
So is there any solution to solve this issue without changing engine code?
asked Oct 09 '15 at 10:43 AM in Bug Reports
The missing "/Script/TMEditor" warning looks to be a native class that has been deleted, renamed or moved. It is being referenced somewhere within your project.
We believe that your problem is that your editor module is set to "EditorNoCommandlet" in the plugin file, but it is needed during the cooking process (which is a commandlet). So if you open up your plugin file within a program like Notepad++, you could change "EditorNoCommandlet" to "Editor" and it should fix that issue for you.
Please let me know if you happen to run into any additional complications, thanks!
answered Oct 28 '15 at 02:04 PM
Here are the warnings/errors that I've found within the log that you provided. Have you looked over these files and plugins and made sure they're not included within your project folders or referenced anywhere within your project?
answered Oct 16 '15 at 03:04 PM
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