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When I create a BlueprintNativeEvent in Haxe like this:
@:ufunction(BlueprintCallable, BlueprintNativeEvent)
public function Shoot(medicineType:EMedicineType):Void;
public function Shoot_Implementation(medicineType:EMedicineType) {
if (!bShooting) {
trace("Shoot");
}
}
And I try to subclass the actor in a Blueprint and override the event:
It doesn't work if I'm using cppia. It works just fine if I compile as static.
The text was updated successfully, but these errors were encountered:
Did some further testing on this - and found some odd cases here:
user created @:uenum(BlueprintType) in Haxe -from scripts/cppia : "Cannot override ... which was declared in a parent with different signature" -from static : Works as expected. -@:uenum(BlueprintType) in static, BlueprintNativeEvent in scripts: "Cannot override ... which was declared in a parent with different signature"
other uenums from UE4s api -from scripts/cppia : Works as expected. -from static : Works as expected.
Other types (FString, Bool etc) -from scripts/cppia : Works as expected. -from static : Works as expected.
Call to Parent function in BP : -from static : Works as expected. -from scripts/cppia : BP error when playing : "Infinite loop detected"
When I create a BlueprintNativeEvent in Haxe like this:
And I try to subclass the actor in a Blueprint and override the event:
It doesn't work if I'm using cppia. It works just fine if I compile as static.
The text was updated successfully, but these errors were encountered: