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"Call In Editor" feature doesn't have any effect

I enabled the experiemental "Editor Utility Blueprints (Blutility)", and then I clicked on a custom event in my blueprint and enabled "Call In Editor.

In a youtube video I watched, this made a button show up in the actor details panel that allowed running a function in the editor. Just watch 20 seconds of this, https://youtu.be/O0b_uBoIBVI?t=2m58s

Is this feature no longer available? Is there a way I can enable it for a c++ class?

Product Version: UE 4.15
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asked Mar 16 '17 at 04:07 PM in Bug Reports

avatar image

mgumley
87 11 22 28

avatar image Sean L ♦♦ STAFF Mar 16 '17 at 04:51 PM

Hey mgumley,

Try this:

  1. Create a new project (FirstPersonTemplate just for testing)

  2. Open the FirstPersonCharacter blueprint

  3. Add a custom event called SpawnActor

  4. Connect SpawnActor to a SpawnActorFromClass node

  5. Set the Class for it to spawn to FirstPersonProjectile

  6. GetActorTransform and connect that to the Transform pin of the SpawnActorFromClass node

  7. Compile the blueprint

  8. Select the FirstPersonCharacter in the level and scroll all the way to the bottom of the Details panel.

After doing this, I was able to see the Blutility and use it to spawn the Projectile actor.

Let me know what your results are.

avatar image mgumley Mar 17 '17 at 03:29 PM

you are correct. I'm still trying to determine why one of my blueprints did not work.

avatar image mgumley Mar 17 '17 at 04:34 PM

Hi Sean, I don't know exactly why this is happening but I can tell you the steps to reproduce it.

Enable BLutility, then restart the editor: alt text

Make a CPP class

Header:

 // Fill out your copyright notice in the Description page of Project Settings.
 
 #pragma once
 
 #include "GameFramework/Volume.h"
 #include "tw_CastleSpawningVolume.generated.h"
 
 /**
  * 
  */
 UCLASS(Blueprintable)
 class HISM_TEST_API Atw_CastleSpawningVolume : public AVolume
 {
     GENERATED_BODY()
     
     
         UFUNCTION(Category = "tw", BlueprintCallable)
         void scanAllVolumes();
     
 };
 

CPP:

 #include "HISM_test.h"
 #include "tw_CastleSpawningVolume.h"
 
 void Atw_CastleSpawningVolume::scanAllVolumes() {
 
 }

Make a blueprint derived from that class, call the CPP function from an event, and enable "Call in editor" for that event.

alt text

Drag the new blueprint into the level, look at details panel: alt text

The BLutility is missing.

capture.png (61.9 kB)
capture.png (29.7 kB)
capture.png (12.1 kB)
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1 answer: sort voted first

Hey mgumley,

After performing some additional tests, I was unable to reproduce the issue in our main internal branch. This leads me to believe that the issue was resolved between 4.15 and 4.16. As a result, please let me know if, after the release of 4.16, you are still experiencing the issue and I'll be glad to reopen the investigation.

Thanks for your report.

Have a great day

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answered Mar 20 '17 at 08:33 PM

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Sean L ♦♦ STAFF
43.9k 485 150 438

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