Alright, so I created an event dispatcher in a Blueprint. I compiled, then deleted the dispatcher. Removed all references. It’s still getting referenced in blueprint even though it’s not there … Looks like this is a common problem with dispatchers but there aren’t any solutions.
Has anyone else run into this? I tried to create a new one with the same name but it won’t let me because the name is “in use”. I can pull up the dispatcher by clicking the name in the output log, but it’s read-only.
August 14, 2020 and I am still encountering this in 4.25.3. I see UE-63064 that seems to be related or possibly claiming it is fixed, but this is absolutely not the case.
It looks to be related to renaming the graph node associated. I have documented the steps with images in the link below, but I will copy/paste the text steps as well.
Selecting any function (pre-existing or an empty one). In this case, I setup a junk function with an input, but it does nothing.
Confirm the inputs show up. (I had a single Bool for this empty function)
Double clicking on the EventDispatcher entry in the left-hand pane to bring up the Event Graph. NOTE: Up to this point, I can delete it. I can even back out with the graph open and delete the Event Dispatcher.
I renamed the node from ‘New Event Dispatcher 0’ to ‘Renamed’.
It’s now locked with ‘Delete’ greyed out.
Attempting to compile produces the tragic messages:
No delegate property found for Renamed
No SignatureFunction in MulticastDelegateProperty 'NewEventDispatcher 0'
This is rough, 2024 using 4.27+ and still broken. Very frustrating to have a broken delegate and permanent compiler warnings.
You can’t do anything with the bug report, the UDN discussion has been removed.