The problem that I was having was that even if my code is perfect and works if I close and re-open my UE4 project (same day/next day) it didn’t seem to load the functions at the OnDragDetected and OnDrop inside my Inventory_Slots. Upon printing my struct values I saw that they were not being passed and had the defaults that were set to none.
After debugging I found out that the source of the problem was at the creation of my custom Drag/Drop Operation were I was grabbing a struct variable’s information:
After doing this every time I reset the project my code works as intended. It seems that the struct pin exposed on spawn is not being recognized or is not loaded correctly upon re-opening the project so I decided to report the possible editor/blueprint bug. This results in the values of the exposed variable staying at default or not showing.
Hope this helps anyone that is having the problem and please let me know if this is a known bug or if there is another fix for this.
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Same issue here. I’ve “fixed” it via migrating without any further deps or references from a new 5.2 version to my upgraded 4.27->5.2. I’ve compared both T3D exports via Text-Editor and it seems the only difference between the working (Expose on Spawn visible and working) and the non-working (Expoe on Spawn not visible and not working) is that there are some default values in the 4.27 upgraded struct. Those values are 0 or none anyway but it seems they are causing the issue somehow.