hi, after making custom class based on any other class i can get access to my exposed method in blueprints, but every such method seems always have blue “target” pin and blame me with message
“This blueprint (self) is not a %s, therefore ‘@@’ must have a connection.”
if i leave it empty, i found that massage comes from engine source at
if(PinType.IsEmpty()) { ErrorMsg = FString::Printf(*LOCTEXT(“PinMustHaveConnection_NoType_Error”, “‘@@’ must have a connection.”).ToString()); } else { ErrorMsg = FString::Printf(*LOCTEXT(“PinMustHaveConnection_WrongClass_Error”, “This blueprint (self) is not a %s, therefore ‘@@’ must have a connection.”).ToString(), *PinType);
}
in this case i have few questions very confusing me:
why and what for all (or not?) custom C++ methods have that target blue pin?
can i avoid/trick that target pins with something the same without needs to search every time?
if there isn’t easy ways, what common ways to avoid that target pin problem?
As far as I remember, I get the same message, if I edit the .cpp parent of a Blueprint and compile it. The editor then seems to have a problem with kind of not finding the hot reload file correctly. Have you tried restarting the editor and maybe refreshing the blueprint nodes afterwards?