[Bug] Timeline doesn't call UFUNCTIONS in C++

UFUNCTION methods are not being called from blueprints that extend from a C++ Actors that make use of TimeLineComponent if the it’s recofigured.

The C++ has the changes refreshed but not the Blueprint.

Here’s an example project:

Steps to reproduce:

STEP 1 - CONFIGURE THE TIMELINE

TimelineComponent = CreateDefaultSubobject<UTimelineComponent>(TEXT("TimelineComponent"));
	TimelineComponent->SetLooping(false);

	static ConstructorHelpers::FObjectFinder<UCurveFloat> CurveFloatRef(TEXT("CurveFloat'/Game/Test/CF_Test.CF_Test'"));
	FOnTimelineFloat OnLTestTimelineFloat;
	OnLTestTimelineFloat.BindUFunction(this, "UpdateValue");
	TimelineComponent->AddInterpFloat(CurveFloatRef.Object, OnLTestTimelineFloat, "CurveFloat");

void ATestActor::UpdateValue(float ValueFromTimeline)
{
UE_LOG(LogTemp, Warning, TEXT(“ATestActor::UpdateValue() Value: %f CounterTest: %i”), ValueFromTimeline, ++CounterTest);
}

STEP 2 - RENAME BOUND METHOD AND RECONFIGURE

ATestActor::ATestActor() :Super()
{
	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	TimelineComponent = CreateDefaultSubobject<UTimelineComponent>(TEXT("TimelineComponent"));
	TimelineComponent->SetLooping(false);

	static ConstructorHelpers::FObjectFinder<UCurveFloat> CurveFloatRef(TEXT("CurveFloat'/Game/Test/CF_Test.CF_Test'"));
	FOnTimelineFloat OnLTestTimelineFloat;
	OnLTestTimelineFloat.BindUFunction(this, "UpdateValueNew");
	TimelineComponent->AddInterpFloat(CurveFloatRef.Object, OnLTestTimelineFloat, "CurveFloat");
}


void ATestActor::UpdateValueNew(float ValueFromTimeline)
{
	UE_LOG(LogTemp, Warning, TEXT("ATestActor::UpdateValue() Value: %f CounterTest: %i"), ValueFromTimeline, ++CounterTest);
}

Hey Bullyproof-

The issue of creating a function binding and then setting the binding to a new function is a known issue Unreal Engine Issues and Bug Tracker (UE-38419) . You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.

Cheers

Hi ,

Thanks for your reply.

Do you know any walkaround?

Cheers,

Is there any known walk-around?
The only one I know is deleting the blueprint and creating a new one, which is a pain.
Cheers,