Blueprint iOS - call casted member function correctly

Hi,
I have a custom PlayerController class with function:

UFUNCTION(BlueprintCallable)
	EMainPlayState::Type GetCurrentState() const;

When I attempt to call this function from a casted Player Controller node from within the HUD blueprint, the bluerpint fails on iOS, however this is fine on PC and Emulated Mobile.

Is this a bug or am I incorrectly casting? Note this will cause the HUD not to render anything defined in the Blueprint graph.

Would you be able to do a quick test by calling your own casted PlayerController function from within a HUD blueprint and test on iOS?

Appreciate any help

thanks

The above image is just a snippet and not your actual blueprint, right? (becuase you have not a=connect the Cast node to anything).

In any case, if it works correctly on PC and on emulator, its probably a bug.

Thanks for the reply mindfane.
You’re correct it is just a snippit, ill make that clearer next time.
I spent the morning upgrading from 4.3.0-preview to release on PC and Mac after you suggested it was a bug and luckily it is now fixed in 4.3.0 :slight_smile:

Appreciate your confirmation I wasn’t doing anything glaringly wrong.

B14de