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.
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.
@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.
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?
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…
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.
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.