[Mono-ue] BlueprintCallable UFunctions don't seem to work
duane at wandless.net
Wed Nov 26 22:36:59 UTC 2014
I found a solution. In MonoCompiledClassAsset.cpp, around line 77 in
// mono events should never be invoked by blueprint!
//check(TheStack.Code == nullptr);
if (TheStack.Code != nullptr)
And then change all references of TheStack.Node to
I'm assuming there is a different and better way to handle this case. The
change from TheStack.Node is the biggest unknown for me. But at least for
my testing this is working without issues. I now have a BP Event On Picked
Up and I can call the parent node which executes back in the C# code. I
also tested invoking a BlueprintCallable function.
On Tue, Nov 25, 2014 at 4:01 PM, Michael Hutchinson <
m.j.hutchinson at gmail.com> wrote:
> Thanks, I've asked one of our devs to look into it.
> On 25 November 2014 at 15:53, Eugene Tchoukhrov <ujen at vicogamestudio.com>
> > It's: public void OnAction()
> > Nothing special.
> > -----Original Message-----
> > From: Michael Hutchinson [mailto:m.j.hutchinson at gmail.com]
> > Sent: Tuesday, November 25, 2014 12:51 PM
> > To: Eugene Tchoukhrov
> > Cc: mono-ue
> > Subject: Re: [Mono-ue] BlueprintCallable UFunctions don't seem to work
> > It may be that you've found an edge case where we're where we're not
> dealing with the parameter buffer correctly for certain argument/return
> types. What is the signature of the method?
> > On 25 November 2014 at 14:32, Eugene Tchoukhrov <ujen at vicogamestudio.com>
> >> I created a simple UFunction with BlueprintCallable in C# but when I
> >> call it from a blueprint the engine gets stuck in a loop.
> >> Specifically on line 589 of ScriptCore.cpp
> >> (Engine/Source/Runtime/CoreUObject/Private/ScriptCore.cpp)
> >> It seems like Stack.Code gets corrupted or is incorrectly setup.
> >> _______________________________________________
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> > --
> > Michael Hutchinson ~ https://mhut.ch
> Michael Hutchinson ~ https://mhut.ch
> Mono-ue mailing list
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