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This repository was archived by the owner on Jul 19, 2019. It is now read-only.
It seems UBlueprint::GatherDependencies isn't doing the trick of signaling to UE4 that certain TSU blueprints are dependant on other blueprints.
If a certain blueprint is only used within TSU code, and not as a parameter type or return type, then it seems those blueprints never get loaded, causing an error when the dependant code tries to import it.
I've tried using LoadObject instead of FindObject in FTsuTypeIndex::Find, but that results in the context resetting itself (due to OnBlueprintPreCompile) while we're inside a V8 callback, which is not great.
There has to be some other proper way to signal which blueprints is depended on.
The text was updated successfully, but these errors were encountered:
It seems
UBlueprint::GatherDependencies
isn't doing the trick of signaling to UE4 that certain TSU blueprints are dependant on other blueprints.If a certain blueprint is only used within TSU code, and not as a parameter type or return type, then it seems those blueprints never get loaded, causing an error when the dependant code tries to import it.
I've tried using
LoadObject
instead ofFindObject
inFTsuTypeIndex::Find
, but that results in the context resetting itself (due toOnBlueprintPreCompile
) while we're inside a V8 callback, which is not great.There has to be some other proper way to signal which blueprints is depended on.
The text was updated successfully, but these errors were encountered: