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BlueprintImplementableEvent's can be called with wrong scope #22

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error454 opened this issue Dec 2, 2019 · 0 comments
Open

BlueprintImplementableEvent's can be called with wrong scope #22

error454 opened this issue Dec 2, 2019 · 0 comments
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error454 commented Dec 2, 2019

UE4 Version
4.23

SkookumScript Version
4.23

Describe the bug
Calling mulltiple BlueprintImplementableEvent's in the same script can result in them being called with the wrong scope.

To Reproduce

// Classes A and B derive from the same subclass
// The subclass defines some_event as a BlueprintImplementableEvent
!class_a : SomeClassA.instances_first
!class_b : SomeClassB.instances_first

a.simulate_physics_set(true)
a.some_event(0, true)

b.simulate_physics_set(true)
b.some_event(0, true) // <--- Crash here

Crashes with assert:

Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) [File:C:\Epic Games\4.23\Engine\Source\Runtime\CoreUObject\Public\UObject/UnrealType.h] [Line: 367] 
'SomeClassA_2' is of class 'SomeClassA_C' however property 'UberGraphFrame' belongs to class 'SomeClassB_C'

If I call the BlueprintImplementableEvent via a UFUNCTION marked method that is not BlueprintImplementableEvent then it works fine.

@error454 error454 added the bug Something isn't working label Dec 2, 2019
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