Event dispatcher "Jump_0" cannot be deleted

  1. Create a character blueprint
  2. Add a new Event Dispatcher and call it “Jump”
  3. The event is renamed to “Jump_0” because the name is already taken. Whoops, now you want to fix this.
  4. You can’t delete the “Jump_0” event or rename it, and you get a warning stating “No delegate propert found for NewEventDispatcher_0” and "No SignatureFunction in MulticastDelegateProperty ‘Jump_0’

The only way to fix this is to completely recreate the blueprint from scratch.

I just ran into this same issue with a new Event Dispatcher called LevelReset in my level blueprint. I am working in UE 4.11. Hope this helps someone.

Hello Slayemin,

This is a known issue, UE-21368, and is currently being investigated by our developers. I will provide updates on this issue as they become available.

Have a great day

If you save often, you can roll back to before your change by copying your old file from Saved/Backup. This is usually better than recreating the whole blueprint from scratch. Hopefully the bug is resolved soon!

You can also check your autosaves.

My god… DaybreakHludwolf you saved my project.

I was sure I lost my character blueprint for good…

This is a nasty bug. Sure its not common, but its a bad one.

This just happened to me while in the midst of working. I was setting up a simple test and went to name the Event Dispatcher similar to a function. It seems like it happened just as I typed the last letter of the function in my new dispatcher name. I was intending to label them the same adding “Request” to the dispatcher label.

After searching through backups/saves I pulled the 2nd to last Auto-save of the concerning blueprint and restarted. It was a central BP but it seems to have washed away the bug while retaining all my work just up to that point, so glad.

For some reason it managed to clear a specific static mesh reference? Simple fix on my side but perhaps it will lead somewhere.

Thank you