View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002464 | NoesisGUI | Unreal | public | 2022-11-18 17:55 | 2022-11-18 17:56 |
Reporter | jsantos | Assigned To | hcpizzi | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | 3.1.5 | ||||
Target Version | 3.1.6 | Fixed in Version | 3.1.6 | ||
Summary | 0002464: Unreal Blueprint - Set W/Notify Regression | ||||
Description | It appears that if I reference Noesis views within game project settings (custom developer settings) then if I add any Noesis Set W/Notify nodes within the referenced views they regress after engine restart (the set nodes delete themselves) The settings are then loaded into a component attached to the player controller. The UI component is simple and essentially just stores the classes from the game settings on construct and then add them to viewport via some functions. Am I doing something wrong here, is it intended and possibly just how unreal and plugins work? I was incredibly confused as to why they were just getting deleted. I thought it might have been an issue with asset monitoring but no. It appears if I reboot the engine without the game settings referencing any views then the nodes stay. The nodes delete only on engine start. | ||||
Steps To Reproduce | https://www.noesisengine.com/forums/viewtopic.php?t=2648 | ||||
Tags | No tags attached. | ||||
Platform | Any | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
2022-11-18 17:55 | jsantos | New Issue | |
2022-11-18 17:55 | jsantos | Target Version | => 3.1.6 |
2022-11-18 17:55 | jsantos | Assigned To | => hcpizzi |
2022-11-18 17:55 | jsantos | Status | new => assigned |
2022-11-18 17:56 | jsantos | Status | assigned => resolved |
2022-11-18 17:56 | jsantos | Resolution | open => fixed |
2022-11-18 17:56 | jsantos | Fixed in Version | => 3.1.6 |