Hi there,
I derived a C++ class Unreal introduced in the fairly new Scriptable Editor tools plugin:
UEditorScriptableModularBehaviorTool
When I now add a BlueprintNativeEvent where I want C++ and Blueprint to interact I get an error that the Blueprint logic in this context is read-only.
Example compile error:
Function GetActiveModifiers can modify state and cannot be called on ‘self’ because it is a read-only Target in this context
Q: Does that sound familiar, maybe a case where in C++ or the function override in BP I have to enable write access or enable calling non-const functions on “self”?