Hey, I have small problem with Get Class Defaults node that is mostly visual but annoying when I have a bigger ammount of variables.
Even though, the node has option to hide specific or all unused pins to not show on the node, for some reason it doesnt work at all.
Unchecking the node doesn’t work and stays as checked, staying visual on the node, same as using “Hide Unconnected Pins” does not hide them at all.
Anyone knows the solution for this? It can get really annoying.
Note: After some tests it seems this option works on 4.25 version of engine, but not on 4.26. Potential Bug.
@Everynone Yes, it does not work. For some reason pins stay as checked and visible on node no matter if I’ll choose each one manually or use “Hide Unconnected Pins” option.
Was happening on 2 of the blueprints I used so far, I’ll try to experiment with creating a new one, including in a whole new project and I’ll let you know.
Worth to note: As I am still learning I very probably made a mistake of making all variables (which are a lot, in this app) in the widget blueprint I am working on.
Very probably a cause of this but you need to learn somehow.
So is this a generic new blueprint actor? I wonder where’s the rest of your pins… if you compare it to mine, you’ll notice the user-creted defaults and then the rest of the actor’s default. What’s the parent of that actor? (upper right corner of your image)
Now I wonder if there was an overhaul of how it works in 4.26 since I’m still sitting on 4.25. Maybe I missing out on some cool new bugs…
All made on standard blueprints that are provided with Widget class and Game_Instance (Object class in the example screenshot I provided).
Everything was programmed on Blueprints, as I’m not able yet to write in C++ for UE4.
Reproduction is trivial, start a new project, create a class, give it some variables, make a class variable anywhere for this new class, drag off to create the ‘get class defaults’ node, observe how it doesn’t work when you try to hide them either via the ‘hide unconnected pins’ or by unticking the variable boxes.
Given it’s an engine bug, the solution is to roll back to an earlier version or wait for an update.
Or as it’s probably not worth it, in the meantime you can stick the node inside a function in a function library/separate function/collapsed node or similar.