Static Function in C++ Used in Blueprint
I've encountered weird circumstances lately. I've created a class in C++ and applied
But whenever I created the sixth static function in C++ and also use
It seems like, the compiled static function in C++ is only available upon hot reload. But will be gone when the editor close. No matter how much I recompile or rebuild in VS, that function will be disregarded by UE editor. The only way to have UE editor recognize the sixth static function is by renaming it and recompile the source code. But it is only temporary upon hot reload. It'll be gone again, after the UE editor closes.
Here's an example of one of the static function (created in C++, but used in blueprint).
It is used to convert
Is there some framework rule that I'm not aware of or is this a bug in UE editor?
So I don't know the root cause and how to properly solve it. So I just created a fresh new project and then re-copy the source code + content files from the original project to this new one. I rebuild everything, made some adjustments to project settings (like the original one), and everything went well.
I can now add lots of static functions in C++ and use them in Blueprint without any problem. Thanks guys for your clarification.
answered Sep 28 '16 at 03:16 PM
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