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    Constant blueprint corruption

    I've written a bunch of blueprint code, but now I'm getting lots of blueprint corruption that is unfixable. Node connections are disconnecting everytime I open my project even if I fix them and save them, building an exe results in errors.

    Is there a way of completely rebuilding my blueprint files? I think there is built up garbage in my blueprints that is confusing UE4.

    One problem I'm currently stuck on. I want to add a new variable to a structure. If I do that, my blueprints get corrupted and I have to revert all my changes.

    Any tricks to clearing this up? I've tried "Fix Redirectors in folder" That doesn't help.

    -steve

    #2
    -you could use an old backup/autosave file -> just copy it into your content folder
    -make sure to report this on answerhub -> https://answers.unrealengine.com/index.html
    -which engine version are you using?

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      #3
      Can't modify blueprints without corrupting them

      Currently my blueprints seem to work, but if I make certain modifications, I get total corruption and I have to revert using git. So, I really can't continue working on my project at the moment unless the bugs are fixed or unless I can somehow rebuild all my blueprints so they don't contain corrupted data.

      This has been happening for months and I've been able to get past it by opening and resaving files, but now I'm stuck.

      Blueprints are unreliable and unusable in their current state if data is being corrupted. If someone at Epic wants to get my code and fix my files, I can get them access on github. My blueprints are simple and I'm doing nothing weird.

      I'm using 4.8.3 currently since 4.9.1 has fundamental blueprint bugs that make it unusable.

      -steve

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        #4
        4.9.1 fixes corruption issues

        I updated to 4.9.1 and I'm no longer getting corruption, so I think I'm OK.

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          #5
          Nevermind, 4.9.1 didn't fix it.

          After modifying some more stuff, The corruption came back. 4.9.1 still corrupts files.

          -steve

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            #6
            OK, maybe I'm good

            OK, I finally got it going. I had to reopen an interface file, add stuff, delete stuff, resave and reconnect all the broken connections and this time it worked. Tip: Open files, modify, save, undo modify, resave and that gets things back to normal.

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              #7
              Hey, I'm getting a similar issue - i've been getting around startup issues after adding variables to in-use structs by just reopening the project one or two times, but after adding another its permanently crashing on startup. What do you mean by an 'interface' file? Can you give more details on what you did to get things working again?
              Twitter: @GSGBen

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                #8
                For anyone coming across this thread in the future:

                -In each struct I added a bool, and saved each struct straight away
                -Pressed play to get everything to compile
                -Used ctrl+S to save all modified blueprints that were using the structs
                -Closed and reopened the project
                -Repeated the above process but this time removed the variable instead of adding it

                No more startup crashes (for now). The one remaining issue of crashes and pin-links breaking after adding a reference in a struct to a blueprint i've created appears to be caused by a bug or something else.

                Hope this helps someone.
                Twitter: @GSGBen

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                  #9
                  That is typical memory leak thing, i had same stuff going on in 4.7.

                  what it does really: it overwrites next actor allocated memory and corrupts it. Sometimes actor that crashes everything is not one that corrupts memory.

                  best solution for this is to make backups every few hours (and keep old backups), then you can trace back which version of project was first to have memory leak, this is easiest way to find culprit. Then you can either delete that blueprint, or migrate healthy ones over.

                  They (epic) fixed a lot of those tiny memory leaks since 4.7 , but it still happens. And mine also happened after struct and enum use. So I think best way (for now) is to limit structs to only what is really needed. There is another possibility, but i am guessing now, that editing struct after it in use in several blueprints somehow corrupts its data.

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                    #10
                    Originally posted by Nawrot View Post
                    That is typical memory leak thing, i had same stuff going on in 4.7.

                    what it does really: it overwrites next actor allocated memory and corrupts it. Sometimes actor that crashes everything is not one that corrupts memory.

                    best solution for this is to make backups every few hours (and keep old backups), then you can trace back which version of project was first to have memory leak, this is easiest way to find culprit. Then you can either delete that blueprint, or migrate healthy ones over.

                    They (epic) fixed a lot of those tiny memory leaks since 4.7 , but it still happens. And mine also happened after struct and enum use. So I think best way (for now) is to limit structs to only what is really needed. There is another possibility, but i am guessing now, that editing struct after it in use in several blueprints somehow corrupts its data.
                    there are a lot of issues with structs, typical one involve data tables and make all previous "break row" nodes corrupted on project reload.

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