[Bug] EditInlineNew Not Working (Still.)

Hi.

Before I say this, I just want to say, I’ve had a little look on here and found some EditInlineNew questions and answers - they do not pertain to my problem.

I’ve created a C++ class that has the EditInlineNew tag. It is also Abstract (I’ve tried removing this) and has the DefaultToInstanced tag. http://puu.sh/lw5LU/16836ab404.png

I had the idea that I wanted blueprints to be able to extend this class, implement a couple of BIEs and you would be able to add them as EditInlineNew objects on an actor or actor component’s properties. For instance, I have this on a component: http://puu.sh/lw5AJ/3b1e13970b.png - Ideally this would be an array. I have tried an array and that doesn’t work either. I have also tried adding blueprint variables, of the type of my base class. The also do not work.

So, I created a test blueprint, Test Handler. http://puu.sh/lw5BS/4002871d1b.png - This works fine. However, I am unable to select the class for the EditInlineNew process to complete. The class shows up in the dropdown, as if I’m able to select it, but when I click it, it does not change from “None.” http://puu.sh/lw5Gq/363d0182c9.png - This happens with both C++ and BP variables.

It’s as if the EditInlineNew is working, but it simply will not accept my class for some reason. I don’t know why. Could it be because it’s derived from UObject?

Thanks.

P.S. I also tried Meta = ( BlueprintSpawnableComponent ) in the base classes’s tags. No joy.

Hi ,

I tried to reproduce the issue that you described, but my results were slightly different from yours. I don’t see the class appear as an option to set in the Blueprint.

68035-component.png

Would it be possible to get the full source code for the affected classes?

Thanks for the response. I’m trying to attach them, but it keeps saying, “There is no such file.” I put them on Dropbox:

https://www.dropbox.com/s/2kn5hbzsav5cd3m/editinlinenewclasses.?dl=1

If you want the whole project, I don’t mind. I’d rather not post it all publicly, though. :slight_smile:

Edit: If nothing else, at least I’ve spotted a bug while looking at those classes. Wasn’t assigning the delegate handle!

Found another issue. When I create a class that extends the Message Handler, it shows up in the class list… until I restart the editor. Then I need to create a new class, which then shows up, until I restart the editor. Repeat.

I can still not set these classes to create a new object via the details panel. It just doens’t change from None.

Hello ,

It would be very helpful if you could share the whole project because I’m having difficulties getting this issue to happen as well. As you wish for it to be private, you can send a link to me on the forums. [Here is a link to my profile.][1]

Hey. I’m sending you the entire source. It’s a plugin, though.

If you spawn a KIRCActor, the KIRC Actor Component (or the actor itself) has the ‘Messager Handlers’ property which is causing the issue.

Just an update, I was checking it out again earlier and I could list the 3-4 handlers I had created to test the plugin in the dropdown select thing, even after restarting the editor, but they still refused to add. The whole thing is very broken.

In case you didn’t get the notification, please check your private messages on the forums as there was a problem with the link that you sent.

Thank you for sending all of that. I definitely see the problem inside of your project. Oddly enough, when I use your plugin in a fresh project however I see what was seeing. The Message Handlers array’s elements have only “None” listed in their dropdown, even if a fresh message handler blueprint is created. Have you had any to try the plugin out of your particular project to see if the same issue will occur for you?

Edit: I don’t mean that a fresh project would be a fix, it would just be useful to know if the issue is local to the project you’re using or the plugin itself.

I’ll give it a go in a new project.

In 4.9: Create a new project, add plugin, compile, load editor on new default map, create ‘test handler’ class, create an irc actor, add an index to the ‘message handlers’ array, can choose my test handler from the list, but it doesn’t get set in to the array.

Restart the editor (didn’t save map,) same process of creating an irc actor - initially the test handler didn’t show up, but I opened up the test blueprint (I guess it didn’t cache it or something) and then it “worked” as before, being able to select it from the list, but no create the object.

This refused to work on both array and single object uproperties.

In 4.10: Exactly the same.

For reference, I’m creating a “basic c++ project.” This seems to be the alternate to the “blank bp project.” Curious why they are named differently…

That reproduction case worked perfectly. Now the issue is the fact of needing your plugin to reproduce the issue. In our latest internal build, which is where it would be tested / fixed, your plugin currently has multiple compilation errors. Would it be possible for you to download the Master branch from Github and see if you could get it working on there? I would tackle it but there is a lot of code that I’m not familiar with.

I tried reproducing it with my own plugin and taking the essential pieces of code with no luck.

As for the confusion about “Basic C++ Project” being named differently than “Blank BP Project”, this is because the Basic C++ Project does have a few code files added so that it can have its initial compile, while the Blank BP Project is completely barren.

Fair enough. I’ve made quite a few changes since the build I sent you. I may have even fixed the compilation errors already! I’m a secret optimist, you know. :stuck_out_tongue: I’ll see what I can do.

Well, what do you know? It compiled fine! :slight_smile: I’ll send you an updated project shortly.

Thank you for being cooperative in this process. I’ve placed a bug in for the issue under the number UE-24325. I’ll be sure to let you know when any updates are made to the issue through another message here.

Have a nice day!

Hi!

Is there any update on this matter? I believe I’m having exact the same problem as described here:

The class shows up in the dropdown, as
if I’m able to select it, but when I
click it, it does not change from
“None.”

This is true when trying to change the property inside world editor (modifying blueprint instance), I can however select a value when editing the blueprint itself (in blueprint editor). So to put it short, even tho the UPROPERTY is set with EditAnywhere, I still can only select a value inside blueprint editor.

Hello ebol,

I can confirm that the issue still happens as described in the bug report. It’s currently marked as backlogged as it’s not a high priority issue, although I have increased the community interest since you asked about it. I’ll attempt to bring more attention to the issue but I can’t make any guarantees. As mentioned before, if any changes are made I’ll be sure to update you all here.

We hope this Blueprint Class “EditInlinenNew” plugin (which no longer requires any C++ to use the EditInlinenNew feature) will help you. :wink: