Graph visual scripting: Activate and Deactivate missing?

Hi,

I’ve started to do more tinkering with the visual scripting aspects, and ran into this issue quite early.

I’ve been testing with Omni Directional Lamppost blueprint graph.
Created a sphere component and successfully have it firing via OnComponentBeginOverlap
However, it’s not possible to create an f->Activate node from the OnComponentBeginOverlap… and target it to the ActivateEmitter component (this is what does the light switch noise and create the particle effect).

http://ark.lore.cc/resark/files/NoActivate.jpg

This seems to be a bug or omission from the DevKit.

In the example below from the Unreal development site, you can see Activate and Deactive being used in this way.

https://docs.unrealengine.com/latest/images/Gameplay/HowTo/AddingComponents/Blueprints/Components13.jpg

Disable context sensitive.

-WM

Thanks that was it… such an innocuous setting that one. :frowning: