EpicSkookumScript / EpicSkookumScript/SkookumScript-Plugin
New overridden methods are not always called
- Dominant language
- C++
- Stars
- 138
- Forks
- 22
- PR merge metrics
- No merged PRs in 30d
Description
**Issue by [error454](https://github.com/error454)**
_Tuesday Jul 09, 2019 at 07:58 GMT_
_Originally opened as https://github.com/SkookumScript/SkookumScript-Plugin/issues/10_
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**UE4 Version**
4.22.3
**SkookumScript Version**
4.22.3
**Describe the bug**
When adding a new override for a method, the new override is sometimes not called until you restart the editor.
**To Reproduce**
I have class structure:

* I have a method in `BaseArconiaPawn` `probe_mode_set(...)`
* I add an override for `probe_mode_set(...)` in `BP_ProbeBase` and test using `BP_ProbeNew` in the game.
* Compile sk, run game, new override does not getting executed.
* Stop game, force sk compile, run game, new override does not get executed
* Restart editor and override is executed
**Expected behavior**
Override's should get executed all the time.
Contributor guide
Research direction
Reproduce the issue in UE4 4.22.3 with the BaseArconiaPawn, BP_ProbeBase, and BP_ProbeNew hierarchy described in the report. Compare behavior after compiling and restarting the editor, then trace the SkookumScript compile and runtime path to determine why the new override is not dispatched. Done means the override executes without requiring an editor restart.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, unreal-engine
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100