Dear Epic,
When I am adding functions to my C++ Blueprint Libraries (such as my Victory Plugin)
I frequently forget to mark it as static.
UFUNCTION(BlueprintCallable,Category="Brain Codes Library")
void BCEditorHighlighting_HighlightReceivers();
~ Load the editor
~ Can’t find it, and realize omg, I forgot to mark it as static
~ Close editor, recompile
UFUNCTION(BlueprintCallable,Category="Brain Codes Library")
static void BCEditorHighlighting_HighlightReceivers();
While this is entirely my fault it, it does necessitate a complete .h recompile and shutdown/reload cycle of the editor which is a rather long cycle because my C++ code base has grown quite large.
It would be lovely if you could consider throwing a compile warning if a UFUNCTION that is in a UBlueprintFunctionLibrary is not marked as static, given that it is part of the class comment itself:
// This class is a base class for any function libraries exposed to blueprints.
// Methods in subclasses are expected to be static, and no methods should be added to this base class.
UCLASS(Abstract, MinimalAPI)
class UBlueprintFunctionLibrary : public UObject
Again, this is entirely my own user error, but I am trying to help you make UE4 C++ ever more awesome and this little feature would really help me out personally
Thank youuuuu
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