bool AHttpServer::MOVEFunction_Implementation(const float dist_x, const float dist_y, const float dist_z, const int name, const int method)
{
return false;
}
It works, but every time I use Live Coding the overridden function in Blueprint seem to loose it’s connection to it’s original form in C++ and gets marked as error, because it uses the same name. To fix this I have to delete overridden function marked with error and override it again in Blueprint.
Hey. I was able to recreate the error somewhat. Let me know if this was the problem you were facing.
Launched both Unreal Engine and VS.
Added the function to C++ and compiled with live coding
Override the C++ function and It worked
Closed Unreal engine
Open Unreal Engine
Open Blueprint and function was producing the error
If this is the case, you have to build the project from C++ as some VS files for unreal engine might not be generated when using live coding. I hope that helps.
Yes, I guess I had somewhat close to it. I didn#t close and open Unreal Engine, simply ctrl+alt+f11 to Live Coding was enough to break the connection. However, I cleared and rebuilt the solution from .sln file and the error disappeared. Somehow didn’t try it myself, thanks for the advice!