Hi there,
I am currently moving some variables from GameMode to GameState. As cut & paste isn’t possible for some reason, If have to recreate each and every one in the other class first and then manually recreate the references.
If I now would remove the variable in the old class, the editor would just kill all getter/setter-nodes (why aren’t the adjacent execution lines not automatically reconnected when deleting a node?)
When I now click on the old variable and hit “Find references”, the editor still lists all uses of the variable as before, even if its from another target.
The expected behaivor would be, that it only lists the uses of
this variable (which isn’t in fact used anymore) and not just all getter/setter-nodes referencing a variable with the same
name from other classes.
Hi ,
Does this occur in a clean, blank project with no additional content or is it limited to this project? Do you have a set of reproduction steps I can follow to reproduce this on my end?
Ok.
- Create a new project
- Create a new Actor-Blueprint Blueprint_B with a boolean named myVar and place in the level
- In the content browser, duplicate Blueprint_B and name the copy Blueprint_A
- Open Blueprint_A and create this script
([Text representation][2])
- Now delete the red-marked node (the reference to Blueprint_A’s myVar) and recompile. Now this variable isn’t in use anymore.
- Right click on myVar in the variables list and select ‘Find References…’
The ‘Find Results’-Tab returns a wrong result that suggests that this variable is used where the graphs references a variable only with the same name of another class. But in fact, Blueprint_A.myVar isn’t referenced anymore in this graph.
If you attempt to delete the variable, the editor also tells you that it is still in use (which is wrong):
Hi ,
I was able to reproduce this and have entered a bug report, UE-20020, to be assessed by the development staff.