EventDispatcher in GameMode broken on 4.6?

I would like to add that our project is reliang HEAVILY on the process of dispatching.

Because of this bug our entire project is at risk…!

As extra information:
We have noticed that recompiling every blueprint (in the engine environment) with a dispatcher link, then use ‘save all’ and then running the game in a new editor window does temporarily remove our issues. However reopening or using the ‘standalone game’ does bring it back.

We dearly hope that a solution is found as soon as possible.

Hey everyone-

This issue has been resolved in our main internal branch and will be included in a future update to the engine. For those who would like to merge the fix directly into their source code, the following link can be used to grab the commit from GitHub for this fix.

https://github.com/EpicGames/UnrealEngine/commit/2600da3195f67bf7d7f0860c83961e3ddf268c1d

Thanks !

@SpEXyPHe Exact same issue here. In my experience, if you have a compile error when the project just opened, it will not work properly in a standalone game. For now, use PlayerController for event dispatchers and/or avoid GameMode event dispatchers. As indicated, it’s been fixed and hopefully 4.6.1 is not too far away.

I would highly recommend a 4.6.2 with just this change if possible. I’m glad I noticed this update to this issue, or I’d still be on 4.5.1 until whenever 4.7 comes out.

Thank you for this! :slight_smile:

I agree with this – thanks for the fix, but this is a project-buster

Are you sure this is the only change needed in 4.6.0 ??!?!?

I applied this and then I can not open my UMG widgets again!

**Applying this commit in 4.6.0 will broke my UMG widgets ! **

I reverted the changes and everything works …

Hey -

Just so I understand, when you say “everything works” after reverting the changes, does that mean you did not have the event dispatcher problem anymore? Also, did you try applying the commit using 4.6.1?

I mean, if you apply the commit changes on 4.6.0 or 4.6.1 it breaks my UMG widgets.

I had to revert the change. Everything works I mean event dispatcher problem is still there but at least UMG widgets work again.

So, at least with my widgets, applying the change in isolation on both 4.6.0 and 4.6.1 results in a broken editor

I have the same problem! I have added the eventdispatcher ONE time in my level blueprint and my Editor version 4.6 crash one million times…lol

In my case, i resolved this issue (or bug, i don´t know) on replace the actual map file with a backup auto generated map (thanks GOD and UNREAL!)

But, now i have fear to use the event dispatcher again :frowning:

And, the actual link to the fix posted above, did not work :frowning:

( https://github.com/EpicGames/UnrealEngine/commit/2600da3195f67bf7d7f0860c83961e3ddf268c1d )

as I said, I strongly discourage applying this commit isolate on 4.6.0 and 4.6.1 since it made my editor crash trying to open my UMG widgets :frowning:

Allright. I follow your sugestion, no doubt! And maybe i try to use player controller instead game mode for the actual (fail) eventdispatcher :slight_smile:

When you guys from epic go to provide a update to 4.6 version to solve this bug with event dispatcher? Because with this bug active, i can not do anything right in my project. I use this event a lot. I´m thinking to go back to 4.5 to avoid this kind of bug… :frowning:

if you’re at a standstill, the workaround posted above works really well. create a separate class (i called mine eventDispatcherManager), and in that class create the desired event dispatcher. then in your game mode, spawn an instance of that class, and store it in a variable. then you can access any event you want, and it also provides a single point of control for all events.

Hey buscas31 and -

There have been a number of fixes to event dispatchers in the engine. Could you test using event dispatchers from the game mode in the latest 4.7 preview (preview 2) and see if it’s working for you there.

Cheers