-
Notifications
You must be signed in to change notification settings - Fork 6
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Developers] Soften Assertion Checks for BlueprintCallable
Functions
#27
Labels
Comments
GuyPaddock
added a commit
that referenced
this issue
Sep 13, 2022
GuyPaddock
added a commit
that referenced
this issue
Sep 13, 2022
GuyPaddock
added a commit
that referenced
this issue
Sep 24, 2022
GuyPaddock
added a commit
that referenced
this issue
Sep 24, 2022
This is only safe on arrays of compatible types.
GuyPaddock
added a commit
that referenced
this issue
Sep 24, 2022
GuyPaddock
added a commit
that referenced
this issue
Sep 25, 2022
GuyPaddock
added a commit
that referenced
this issue
Sep 25, 2022
GuyPaddock
added a commit
that referenced
this issue
Sep 25, 2022
GuyPaddock
added a commit
that referenced
this issue
Sep 25, 2022
GuyPaddock
added a commit
that referenced
this issue
Sep 25, 2022
The ASC or ability information might be NULL locally if it's for a character that is owned by another client. These methods are also Blueprint callable, so it's best to recover gracefully from NULL input rather than using an assertion here.
GuyPaddock
added a commit
that referenced
this issue
Sep 25, 2022
The ASC or ability information might be NULL locally if it's for a character that is owned by another client. These methods are also Blueprint callable, so it's best to recover gracefully from NULL input rather than using an assertion here.
GuyPaddock
added a commit
that referenced
this issue
Oct 2, 2022
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Labels
As a Developer who is getting started with OpenPF2, I'd like it if the assertion checks in
BlueprintCallable
code were softer, so that if a blueprint becomes out-of-date or unintentionally passes-in anullptr
for a required parameter, I get an error message instead of Unreal Engine crashing.Acceptance Criteria
Given I'm calling a
BlueprintCallable
function from a blueprint and I pass anull
value into a required parameter:The text was updated successfully, but these errors were encountered: