Creating a global function in blueprint that takes in an abstract class pointer as an input causes compiler errors when packaging builds

Rudy,

In a bit of a crunch right now so it may be a few days until I can get to this. In the meantime, one detail I failed to mention is that the global function casts the controller reference to a player controller reference. Perhaps the casting is what was causing the issue?

Hello ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message when you have additional information and we will follow up.

Thanks,

Steps to reproduce:

  1. Create a function library in the project
  2. Add a new function that takes in a “Controller Reference” as an input
  3. Call said function from any blueprint in the project

Results:
The application will compile and work when run in the editor but upon closing and re-opening it will cause compiler errors until you re-open the file that calls the function and hit compile. It will also cause packaged builds to fail.

Expected Result:

You should be allowed to pass in a reference to a base controller and then cast it within the global function to determine type.

Hello ,

I was unable to reproduce this issue on our end. I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any settings/blueprints that may be involved with this issue?