This is a necro post but I had to solve this today. Here’s a temp-fix to at least get rid of the compiler warning. It won’t get rid of the dangling reference however. You sadly need C++ to do this.
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Make sure you have a C++ base class for your blueprint. Use Reparent Blueprint to a new empty class if you don’t.
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Add this in a protected region of the class (to avoid exposing it).
protected:
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDummyDelegate);
UPROPERTY(Transient)
FDummyDelegate NewEventDispatcher_0;
Next time you open the blueprint there should be no warnings. I have not been able to haxx my way around this to get the serialization to clear whatever reference is trying to use it however.