Using blueprint from previously working project under 4.5.1.
Open blueprint with bind/unbinds to event dispatchers. In this example my blueprint is called “Core2HeroCharacter”
Right click on bind or unbind node for an event dispatcher and select “Refresh Nodes”
Notice many nodes throughout blueprint will have error that states “Error this blueprint (self) is not a Core2HeroCharacter_C, therefore ‘Target’ must have a connection”
Hitting compile seems to clear the errors temporarily. They come back if refresh nodes is selected again.
Running in “Play\Stand Alone” will fail due to these blueprint errors, as seen in logs.
[2014.12.04-17.51.32:946][ 0]LogBlueprint:Warning: [compiler] Warning Could not find a function named “RemoveInventoryItem” in ‘Core2HeroCharacter_C’.
Make sure ‘Core2HeroCharacter_C’ has been compiled for RemoveInventoryItem
[2014.12.04-17.51.32:948][ 0]LogBlueprint:Error: [compiler] Error Function ‘RemoveInventoryItem’ called from RemoveInventoryItem should not be called from a Blueprint
[2014.12.04-17.51.32:948][ 0]LogBlueprint:Error: [compiler] Error Pin ItemClassToRemove named ItemClassToRemove doesn’t match any parameters of function RemoveInventoryItem
[2014.12.04-17.51.32:948][ 0]LogBlueprint:Error: [compiler] Error Function ‘OnInventoryItemAction’ called from OnInventoryItemAction should not be called from a Blueprint
I forgot to mention that this is 4.6 running from source. I tried this on several of my blueprints and they all had the same issue. Since I can’t use 4.6 in it’s current state, I’ve shelved my integration.
I downloaded the packaged 4.6 engine (non-source) and tried to recreate the issue. I made a first person project and added a dispatcher to the projectile and bound it from the character. This had no issues. The big difference would be that all the blueprints created for this were created with 4.6.
So I tried with an older blueprint project that was using 4.5.1 and it showed the error.
HERE’S THE REPRO:
Setup 4.5.1 engine
Get SwingNinja from marketplace and associate with 4.5.1.
Run it in the editor and confirm it works.
Setup 4.6.0 engine
Load SwingNinja project
Open any existing blueprint. In my case it was MyCharacter.
Create a new Event Dispatcher in blueprints.
You should instantly see all the errors pop up on your nodes as in my screenshot above.
You listed a bug #. Is there any way for the developers to see the status of bug numbers? Is there a way to search on github for them? I just integrated 4.6.1 into my project and then finally discovered the bug is still there. If I could have verified that the bug was addressed, I could have saved the several hours of integration.