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Protected but BlueprintCallable C++ functions cause compilation errors with nativization enabled

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    [PROGRAMMING] Protected but BlueprintCallable C++ functions cause compilation errors with nativization enabled

    If you try to call such method from BP it will work. But then if you try to build game with nativization you'll get a compilation error.
    Something like this: error: 'GetOwningPawn' is a protected member of 'AHUD'

    Engine/Source/Runtime/Engine/Classes/GameFramework/HUD.h
    Code:
    protected:
    	/** Returns the PlayerController for this HUD's player.	 */
    	UFUNCTION(BlueprintCallable, Category=HUD)
    	APlayerController* GetOwningPlayerController() const;
    
    	/** Returns the Pawn for this HUD's player.	 */
    	UFUNCTION(BlueprintCallable, Category=HUD)
    	APawn* GetOwningPawn() const;
    I try to imagine why such code even works with blueprints.
    I think that protected BlueprintCallable functions should have the same logic as BlueprintProtected or even better didn't compile.
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