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BlueprintNativeEvent not working with cppia #121

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yuhe00 opened this issue Mar 13, 2019 · 1 comment
Open

BlueprintNativeEvent not working with cppia #121

yuhe00 opened this issue Mar 13, 2019 · 1 comment

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@yuhe00
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yuhe00 commented Mar 13, 2019

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:

Capture

It doesn't work if I'm using cppia. It works just fine if I compile as static.

@yuhe00 yuhe00 closed this as completed Mar 13, 2019
@yuhe00 yuhe00 reopened this Mar 13, 2019
@datee
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datee commented Mar 17, 2019

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"
test

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