I am trying to create a blueprint interface from a blueprint class by copy-pasting the functions of the class into the interface. The issue though is, that, by doing so, the function graph itself is copied as well, instead of just the function signature and I cannot remove the graph, as it is read only. The blueprint interface does not even compile. Do I have recreate the function signatures manually for the Blueprint Interface to work? Why am I able to paste graphs in there in the first place?
Edit: It keeps getting worse. Now that I recreated the function signatures manually in the Blueprint Interface, I cannot compile the Blueprint as duplicate function signatures are detected. To fix that, I have to manually delete the implemented function, open the function graph that I got from the interface and manually reimplement the function there. Besides the fact, that implemented interface functions without a return value must be in the event graph, for whatever reason…
Serves you well for attempting a cheeky corner-cutting. But seriously, this is obviously a bug and shouldn’t be allowed.
Would be neat if we could copy / paste entire signatures, though. Afaik, these need to be made laboriously by hand.
If you work with delegates, updating their signatures is often problematic and tends to disconnect wires, oftentimes without notifying, warnings or throwing errors. I’d rather take an error and go fix it…
okay, thanks for that info. I feel like the process of extracting an interface from a Blueprint class should be waaaay easier. Like, having a menu in the class settings where you can name the new interface and select the needed functions to extract, with the Unreal Editor replacing all the references.
Having to workarund through all the issues I encountered feels atrocious and takes ages