today I tried to make my Draggable Button more modular… so I wanted the DragDropOperation Class being an exposed variable and create the DragDropOperation (DDO) from that…
As you can see… I also added a function to get the actual class from variable… and Return that exact class type (BDC_DragDropOperation).
All my future DDOs will be child classes of BDC_DragDropOperation…
Now the interesting thing:
When I link the Return of that function to the class Input of the CreateDDO… The DragAndDrop functionality gets broken and is not working anymore…
I really need to hardcode the Class into the CreateDDO node (as on the first screen) to have a functional Drag & Drop…
Is this a Bug? A forgotten limitation that you are not allowed to use class references as Input for the CreateDDO node?
PS.: Interesting side fact… when I link the return to the CreateDDO… the Parameters (SourcePosition, SourceWidget, SourceOffset) of the CreateDDO are the same… so… the returned class gets registered correctly as a reference to a BDC_DragDropOperation Class…
Any advice on how to make that possible… would be welcome
I sure can make a workaround by using an Enum, a Switch and multiple CreateDDO Nodes… each with a Switch corresponding Class…
But… That’s a but frustrating to setup and not very/easy modular…
My gut feeling tells me this has always been bugged or working as intended and was never supposed to be used like this, nothing in between. This is really confusing.
so you mean, When the CreateDDO returns the base DDO Class… one should cast to a specific Base class after the CreateDDO, to proceed with further adjustments?
You should not need to cast in the first place. It simply does not work for as long as anything is plugged in as Class. Sorry, no idea what’s up with this.