I’m surprised to see UE5.1 doesn’t let me call a macro from my macro library blueprint inside a gameplay ability blueprint. The option doesn’t appear in the right-click context menu (even with Context Sensitive off), and if I drag it from the macro library or try to copy and paste it, I get a message that says it failed.
I’m trying to call it from the event: ActivateAbility
Is this by design? Is it a bug? Is there a way around it?
I can call functions from my function library blueprint, but not macros from my macro library blueprint.
I can call my macro from any other kind of blueprint but not from gameplay ability ones.
Unlike the function library blueprint, the macro library requires you to specify a parent class. Because of this, the library can only be used on related classes.
So, if your macro library is parented to an Actor, then only BPs that inherit from an Actors, like Actors, Pawns, Characters and so on, can access to that macro library.
1 Like