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@mhutch
Created November 10, 2014 19:30
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@@ -599,11 +599,14 @@ void FMonoBindings::BeginReload(ReloadContext& Context, bool bReinstancing)
{
AActor* Actor = Cast<AActor>(Object);
if (nullptr != Actor && nullptr != Actor->InputComponent)
{
UMonoUnrealClass& UnrealClass = UMonoUnrealClass::GetMonoUnrealClassFromClass(Actor->GetClass());
- Context.BoundInputActors.Add(Actor);
+ if (UnrealClass.HasInputDelegateBindings(Object))
+ {
+ Context.BoundInputActors.Add(Actor);
+ }
}
}
}
}
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