Looks like I’ve run into this issue in 4.10: cant delete event dispatcher / compile gives warnings / play in editor gives error - AnswerHub - Unreal Engine Forums
I have created a basic User Widget with an event dispatcher which can no longer be deleted. I can add new dispatchers and delete them without issue but the original dispatcher won’t delete.
I have added the uasset as a .txt, change it back to .uasset to open the widget.
The widget and dispatcher are no longer referenced anywhere. When I attempt to delete the widget itself i get the error:
WidgetBlueprint /Game/Widgets/Elements/DesignerItemLists/ItemList.ItemList is in use.
Running the editor with '-NoLoadStartupPackages' may help if the object is loaded at startup.
External referencers of WidgetBlueprint /Game/Widgets/Elements/DesignerItemLists/ItemList.ItemList:
WidgetBlueprintGeneratedClass /Engine/Transient.REINST_ItemList_C_108 (1)
0) [[native reference]]
Shortest reachability from root to WidgetBlueprint /Game/Widgets/Elements/DesignerItemLists/ItemList.ItemList:
WidgetBlueprint /Game/Widgets/Elements/DesignerItemLists/ItemList.ItemList [target] (standalone)
I have not been able to replicate the issue. I have a feeling it was caused by the parent c++ class of the widget originally having a similarly named function to the event dispatcher but its not worth the effort of solving.
If I come across this again I’ll bump this post, until then manually deleting the widget through the explorer was sufficient.
I believe I have just encountered a similar issue; I have been making an interactive torch while following the Programming tutorials in the UE4 manual and also created an event dispatcher named after one of my C++ functions. Once I do this, the event dispatcher name is automatically appended to “_0” and can no longer be renamed or deleted (if you select rename and enter a new name, the old name still persists.) Creating a new event dispatcher that does not have an identical name to the function causes no issues – this dispatcher can be deleted and renamed freely.
Steps to reproduce:
Create a C++ class that contains at least one function with the BlueprintNativeEvent specifier.
In the editor, create a blueprint derived from the C++ class in step 1, then create an event Dispatcher with the same name as a BlueprintNativeEvent function
Observed the described behavior
Not certain if this is a bug or a feature that I don’t fully understand. Would love confirmation or more information either way. Screenshots to follow: