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


  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.


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