I recently renamed, deleted or otherwise tried to get rid of an Event Dispatcher from a class in Blueprint. I don’t remember specifically what I did, but now when I compile I get the compiler warning above.
I click to “find” the delegate and it takes me to a greyed out function declaration view showing that the dispatcher doesn’t exist.
I cannot create any variable, function or dispatcher witht he same name because the editor warns me that it already exists but I cannot find and delete it. I opened the binary UAsset which has some references to the old name of the class, so clearly attempts to delete it failed.
I tried re-validating the asset, I tried saving and reloading, I tried finding any dangling references and nothing has helped.
i don’t want to recreate the class because it’s referenced 100’s of times in various other assets, and I don’t want to revert because i made significant changes to the class.
I’m having the same issue and can’t seem to find any solution for this.
I don’t want to redo the blueprint as it is one of the core blueprint for the game with tons of functions
I found issues related to this:
and most of them are marked “Fixed” but can’t find for the life of me how is it fixed (or worked around).
I hope someone reads this and can point us to the right direction.
I’m having the same issue and can’t seem to find any solution for this.
I don’t want to redo the blueprint as it is one of the core blueprint for the game with tons of functions
I found issues related to this:
and most of them are marked “Fixed” but can’t find for the life of me how is it fixed (or worked around).
I hope someone reads this and can point us to the right direction.
I’m having the same issue and can’t seem to find any solution for this.
I don’t want to redo the blueprint as it is one of the core blueprint for the game with tons of functions
I found issues related to this:
and most of them are marked “Fixed” but can’t find for the life of me how is it fixed (or worked around).
I hope someone reads this and can point us to the right direction.
This is a necro post but I had to solve this today. Here’s a temp-fix to at least get rid of the compiler warning. It won’t get rid of the dangling reference however. You sadly need C++ to do this.
Make sure you have a C++ base class for your blueprint. Use Reparent Blueprint to a new empty class if you don’t.
Add this in a protected region of the class (to avoid exposing it).
Next time you open the blueprint there should be no warnings. I have not been able to haxx my way around this to get the serialization to clear whatever reference is trying to use it however.