[Mono-ue] BlueprintCallable UFunctions don't seem to work

Michael Hutchinson m.j.hutchinson at gmail.com
Tue Nov 25 21:01:25 UTC 2014


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> wrote:
> 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> wrote:
>> 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


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