[=NickDarnell;180866]
Pure in UE4 only implies that it has no side (doesn’t set any values), random() and time() are both pure functions. In Slate all data bound to the UI needs to come from a const function, so the extension to blueprints mimics by requiring the binding also be pure, otherwise very possible to break stuff.
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Thanks to Diat Funa and Darnell! does clarify the matter quite a bit. I guess I was just taken aback by the fact that the UMG HUD functions didn’t work in 4.6 when they worked in 4.5. As I mentioned in my post, they started working again once I checked the “Pure” function box option for each of the items in the HUD (i.e. Health display, Armor Display, Shield Display etc.)