"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, UNREAL ENGINE 4 | Blutilities: Awesome or SUPER-AWESOME?! [KITATUS] - YouTube

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

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.

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

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:

130519-capture.png

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.

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

The BLutility is missing.

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