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[Bug] Access Specifies not working

None of the access specifies work in blueprints, nor do they at least generate warnings.

Product Version: UE 4.15
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asked Feb 20 '17 at 06:00 PM in Bug Reports

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Willard720
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2 answers: sort voted first

Hello Willard720,

I was able to reproduce the part of your issue about showing no warning for access specifiers and logged it for you to view here:

https://issues.unrealengine.com/issue/UE-42225

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.

I have tested and found that other parts of the Access Specifies are working in a new project. I have a couple questions that will help me narrow down your issue:

  1. How are you using the access notifiers and how are they conflicting with your expectations?

  2. Could you provide screenshots of your issue?

Thanks!

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answered Feb 21 '17 at 07:20 PM

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Thomas G ♦♦ STAFF
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avatar image Willard720 Feb 22 '17 at 06:49 PM

Hi Thomas,

Before I begin, can you tell me which parts were working for you? On my end, functions were not working, but I did not test variables nor the specifier of protected.

Cheers

avatar image Thomas G ♦♦ STAFF Feb 22 '17 at 08:28 PM

no problem, I created an Actor BP with a custom function that outputs an INT value of 5 and set the Specifier to Private (This means the function can only be successfully used inside of the blueprint it was created in) then created a second actor and in its event graph I cast to the first actor and got the function and had the INT output go into a print string. When the string is printed, it prints out a value of 0, not 5, this is because the function isn't actually being called despite the editor not giving a warning about it!

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It is still not working. You can access any blueprint function even if it marked as private or protected from another blueprint class. Access specifiers just do not prevent from adding it.

Counterwise private flag on variables is working. You cant even see private variables in right-click search menu from another blueprint.

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answered Nov 14 '17 at 07:55 AM

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TextusGames
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