iOS Derived HUD class fails Blueprint draw call

Derived HUD classes never calls blueprint’s Event Receive Draw HUD node on iOS.

4.3.0-preivew

I’ve been attempting fixes for this for the past two days but have hit a wall and need assistance / confirmation of bug.

Please Repo:

  1. Create Derived HUD class (MainHUD) code from editor.
  2. Compile
  3. Create Bluerpint parent to MainHUD class
  4. Add Event Receive Draw HUD and Draw TExture Simple node.
  5. Set HUD blueprint as HUD in gameMode blueprint
  6. Test on PC / mobile preview (draws blueprint texture)
  7. Test on iOS (fails to draw blueprint texture - will draw anything placed in DrawHUD() function from code)

Thanks

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, please submit a new report for it.

Thank you.