2: In the editor create a blueprint that extends from the previous class
3: Create a node calling the previous TestBlueprint function and in “Blueprint” select any other blueprint asset, it compiles without any problems and everything works perfectly:
This raises an error stating that the specified blueprint is invalid, in order to solve it you have to reassign again the value manually EVERY time the editor is restarted.
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Thanks for the comment, but recompiling doesn’t fix the issue, the blueprint is unable to compile, it displays the error “Blueprint pin is invalid”. The only way I could make it work is by reassigning.
I was able to reproduce and bug the error you described when restarting the editor (UE-16682). For now the easiest workaround seems to be reassigning the value as you mentioned.