Steps to Reproduce:
1. Create a new Project. In Project Settings > Input, add an Action Mapping “TestAction”.
2. Open the event graph for the Player Controller Blueprint associated with the current Game Mode, add an InputAction event node for TestAction. Drag off either execution pin and add any node (print string)
3. Compile and save.
4. Create a child of the Player Controller, open its blueprint. In the My Blueprint panel, select functions to override.
5. It looks like this override list gets populated with the InputAction node’s instance Id, not the actual overridable function’s name.
6. Selecting that function causes a check to fail in SMyBlueprint.cpp::ImplementFunction() – line 2069
Note: Right clicking in the child’s event graph and adding the node works fine.
Call Stack:
> UE4Editor-Kismet.dll!SMyBlueprint::ImplementFunction(FEdGraphSchemaAction_K2Graph * GraphAction) Line 2069 C++
UE4Editor-Kismet.dll!SMyBlueprint::ImplementFunction(TSharedPtr GraphAction) Line 2024 C++
UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,SMyBlueprint,0,TTypeWrapper __cdecl(void),TSharedPtr >::Execute() Line 282 C++
UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,SMyBlueprint,0,void __cdecl(void),TSharedPtr >::ExecuteIfSafe() Line 387 C++
UE4Editor-Slate.dll!SMenuEntryBlock::OnClicked(bool bCheckBoxClicked) Line 976 C++
UE4Editor-Slate.dll!SMenuEntryBlock::OnMenuItemButtonClicked() Line 927 C++
UE4Editor-Slate.dll!TMemberFunctionCaller::operator()<>() Line 161 C++
UE4Editor-Slate.dll!TTupleImpl >::ApplyAfter_ExplicitReturnType >(TMemberFunctionCaller && Func) Line 113 C++
UE4Editor-Slate.dll!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void)>::Execute() Line 282 C++
UE4Editor-Slate.dll!TBaseDelegate::Execute() Line 440 C++
UE4Editor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 236 C++
UE4Editor-Slate.dll!SMenuEntryButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 361 C++
UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 4276 C++
UE4Editor-Slate.dll!FEventRouter::Route(const FArrangedWidget &, const FPointerEvent &) >(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::FReply (const FArrangedWidget &, const FPointerEvent &) & Lambda) Line 214 C++
UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent(FWidgetPath & WidgetsUnderPointer, FPointerEvent & PointerEvent) Line 4266 C++
UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent & MouseEvent) Line 4663 C++
UE4Editor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button) Line 4641 C++
UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 1404 C++
UE4Editor-Core.dll!FWindowsApplication::DeferMessage(TSharedPtr & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 1709 C++
UE4Editor-Core.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 707 C++
UE4Editor-Core.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 629 C++
[External Code]
UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages(bool bFromMainLoop) Line 884 C++
UE4Editor.exe!FEngineLoop::Tick() Line 2397 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 142 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 189 C++
[External Code]