I was noticing that the Blueprint context sensitive pop-up is extremely broad:
It seems that it shows all
&blueprint methods for all classes that share a parent class. So if I have
begin_play methods on 3 different actors that are subclasses of
Actor, I’ll see all three methods when I type
@. This is how I discovered this, as I accidentally called
begin_play for the wrong actor .
I see that right now if I remove the
Context Sensitive checkmark that it then shows all
&blueprint methods, for instance I’m working in an
Actor but then I also see methods defined on a
PlayerController. This is what I’d expect in this case.
The behavior I’d expect for the Context Sensitive option is that I’d only see methods that are defined in my base and parent classes.