Search found 5 matches

by bonezone2001
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
by bonezone2001
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...
by bonezone2001
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
by bonezone2001
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...
by bonezone2001
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" ...