Hi Sean, I don’t know exactly why this is happening but I can tell you the steps to reproduce it.
Enable BLutility, then restart the editor:
Make a CPP class
Header:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "GameFramework/Volume.h"
#include "tw_CastleSpawningVolume.generated.h"
/**
*
*/
UCLASS(Blueprintable)
class HISM_TEST_API Atw_CastleSpawningVolume : public AVolume
{
GENERATED_BODY()
UFUNCTION(Category = "tw", BlueprintCallable)
void scanAllVolumes();
};
After performing some additional tests, I was unable to reproduce the issue in our main internal branch. This leads me to believe that the issue was resolved between 4.15 and 4.16. As a result, please let me know if, after the release of 4.16, you are still experiencing the issue and I’ll be glad to reopen the investigation.