Search found 5 matches
- 25 Jul 2022, 15:51
- Forum: General Discussion
- Replies: 9
- Views: 2950
Re: Unreal Blueprint - Set W/Notify Regression
Thank you that worked perfectly, I don't know why I didn't think of doing that. Also, I meant regression in the sense of the blueprint regressing to before the node was added (since it removes itself) although I suppose it isn't a full regression, it's just deleting the node
- 21 Jul 2022, 19:26
- Forum: General Discussion
- Replies: 9
- Views: 2950
Re: Unreal Blueprint - Set W/Notify Regression
Turns out I was wrong, its simply whenever I load the view into the UI component (attached to the playercontroller) or a game instance subsystem. Whenever that happens, the blueprint just loses only its "Set [some property] W/Notify" nodes. Every other noesis node I've tested sticks around...
- 14 Jul 2022, 19:23
- Forum: General Discussion
- Replies: 9
- Views: 2950
Re: Unreal Blueprint - Set W/Notify Regression
Okay no worries, Failure to load "/Script/NoesisBlueprint" definitely occurs only when the project settings are referencing the views
- 11 Jul 2022, 22:47
- Forum: General Discussion
- Replies: 9
- Views: 2950
Re: Unreal Blueprint - Set W/Notify Regression
Does the module where that class lives have a dependency on the NoesisRuntime module? The class is within the default game module and it does have NoesisRunetime as a dependency public class PlushGame : ModuleRules { public PlushGame(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageM...
- 08 Jul 2022, 20:36
- Forum: General Discussion
- Replies: 9
- Views: 2950
Unreal Blueprint - Set W/Notify Regression
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) Settings.h #pragma once #include "CoreMinimal.h" ...