When you change name of delegate in C++ that was used in blueprint, opening such blueprint will crash editor

Reproduction.

  1. In C++ define Dynamic Multicast delegate with one param.

  2. Bind this delegate in blueprint.

  3. Now check if delegate works in game.

  4. Exit editor, and edit your delegate in C++. Change name and number of parameters.

  5. Compile and run. Try to open blueprint that contained now renamed delegate.

Should crash.

Hi,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

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