I know there are many questions that are very similar to mine and most of it concludes with a solution stating that the changes get through after a rebuild/restart of the editor. And some posts say that its a bug and have been reported.
But in my case I do not have any problem making changes to VARIABLES inside a constructor. Those changes get reflected in blueprint after a compile. But if make I changes to an invocation list of any delegate, the changes do not go through to the blueprint no matter how many times I rebuild/restart the editor.
If I add the above line to the constructor after I’ve derived a Blueprint based on this C++ class, there is no way that function gets registered in the Blueprint. I’ve to recreate the blueprint to get it to work.
I’m using UE 4.19.1. What am I doing wrong here? I recently started UE and any help is appreciated.