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Missing access to BP-Function in derived BlutilityClass

Hi,

I extended a Blutility in C++ . After that I created the Blutility in the Editor from this class (which inherit from “GlobalEditorUtilityBase”).

When Editing the Blueprint I miss some BlueprintFunctions I need (“EditorScripting-Functions” which comes from a PlugIn I guess, like Saving a map).

Am I missing something ? I thought when deriving from a BaseClass all functionality from the BaseClass will also be accessable in the derived Class.

This question is also related to:

https://forums.unrealengine.com/deve…vents-manually

As a “workaround” I wanted to provide I Button in the Blutility which simply will Saves the loaded level after changeing the materials.

I already added the Blutility-Module to the .Build.cs file.

  1. (PublicDependencyModuleNames.AddRange(new string] { “Core”, “CoreUObject”, “Engine”, “InputCore”, “Blutility” });

https://answers.unrealengine.com/storage/temp/271228-btp-missingfunctionality.png

Can you help me?

Thanks. Seim


I posted this already on Answerhub:

https://answers.unrealengine.com/questions/881945/view.html

Sorry about doubled content, I only wanted to make sure to reach