Blueprint usages for properties and classes display accurately, but always show "No blueprint usages" for functions.

UFUNCTION(BlueprintCallable, Category="Example Category")
void ExampleFunction();

This is how I'm declaring my functions when I need to call them in blueprint.  They work fine and I have multiple usages of them, but their declarations always have a gray “No blueprint usages” next to them.  Usages for classes and properties are displaying fine.  Any help appreciated.

0
6 comments

Hello William,

Thank you for contacting Rider support.

Would you mind telling me: 

  • your OS;
  • Engine version (is it installed from EGS or built from sources);
  • Rider version (Help | About);
  • Does the issue happen to any BlueprintCallable functions or only for specific ones?
  • Does the issue occur in this scenario?
    • Create empty project;
    • Install RiderLink;
    • Create UE class of AActor;
    • Declare BlueprintCallable function;
    • Create blueprint of that class;
    • Open this blueprint for editing and add invocation of this method in event graph;
    • Save and compile blueprint;
    • Put actor of that blueprint to a scene;
    • Compile and save a project;
    • Invoke Build from Rider;
    • Confirm if the issue persist;

Thank you and have a nice day!

0

Hi Dmitry,

I appreciate the support.

I'm on Windows 11, using UE5.4.3 from the Epic Games launcher, and Rider version 2024.1.4

I did as you mentioned with a new project and the issue persists.  You can see in this screen snippet that the class has one derived blueprint class and the test variable is displaying that it was changed in blueprint, however, the function isn't displaying usages even though it's for sure in the blueprint code and the actor was placed in the scene.

Riderlink was already installed and enabled when I made the new test project.  Should I try reinstalling the plugin in the project instead of the engine?  I've already tried reinstalling Rider as well as invalidating caches and refreshing the solution.

Thank you too and have a nice day as well.

0

I should note that it seems changes to variables only appear if the default value is changed in the details panel.  If I use and assign the value in the blueprint code, but don't edit the class default value itself, it'll just say “Unchanged in assets”.  I'm not sure if that's by design, so I figured I should mention it.

0

Hello William,

Thank you the details shared. I verified this and there is an update:

Usage of BlueprintCallable UFUNCTION are not shown

There was an issue with UE 5.4 which is already fixed RIDER-112251 Blueprint usages are lost (UE 5.4). Fix is available in Rider 2024.2 EAP 7.

Usages of UPROPERTY are not shown
There are three kind of usages: 

Meantime, thanks to you, we discovered related MacOS specific bug: RIDER-114947 Default value overriden in Blueprint editor is not displayed in Rider. MacOS

If there is anything else I can assist you with, please tell me.

Have a nice day!

 

0

Hello Dmitry,

I'm glad to help in the discovery of another bug!

As to my issue, I installed 2024.2 EAP8, and function usages were immediately displaying correctly upon opening the solution.  Thank you for that, as well as the thorough explanation on the current state of property usages.  Rider is awesome and great support to go with it is awesome too!  Thanks again, and you have a nice day as well!

0
Hello William,

Thank you for keeping me posted! I am glad to hear that I was able to help.
If there are no other questions, then I am going to proceed with archiving this ticket.
Should you have any other questions or difficulties in the future, do not hesitate to contact support.

Have a nice day!
0

Please sign in to leave a comment.