I was following some official tutorial series: https://www.youtube.com/watch?v=uFc0DgOzR50 All worked fine at first. But then I was getting unexpected value changes in my struct InventoryItems. Then at some point I got these warnings (all over the place):
Warning: Wire-trace was not injected ...? - Blueprint - Epic Developer Community Forums
I can/could literally place a print-string-node between the constructor and the event-begin-play and the value of the variable (that I just created, a new variable called TEST of the type InventoryItems (=struct)). The variable isn’t used ANYWHERE. I only set it once and I see it’s value change back to default values. I set it properly:
Then I restarted again and found myself into an even larger pile of bugs.
LogProperty:Error:
UStructProperty::Serialize Loading:
Property ‘StructProperty
/Game/Blueprints/MyCharacter.MyCharacter_C:InventoryItems.InventoryItems’.
Unknown structure.
The struct exists, it’s a valid variable in MyCharacter. And it just so happens to be that very same variable that keeps resetting some of it’s values to default values.
I could not recreate the problem in a blank project. But this project does have a lot of weird errors and warnings that popup ‘randomly’. I mean, all I have to do sometimes is just restart the engine, and voila, plus or minus 20 new errors and compiler failures…
So okay, I try to fix the compiler errors. It seems that the lines between the array of that specific struct broke in some BP’s. I fix them, I compile&save all. Everything is fine. I exit the project. Launch the project again. Guess what? All lines are gone again. I repeat this 3x and finally the editor just crashes on the compile…
Here is a video of what I did. Note that if it does not crash, it will just disconnect the lines to all arrays of this struct again over and over again… And I’m stuck again…
Recording:
There is another possible bug in this project. Namely the fact that there is a ‘compile-loop’. Compiling blueprint A may ‘de-compile’ (= shows the gear on the compile button again) blueprint B. And if I compile blueprint B, it ‘de-compiles’ Blueprint C, etc, etc…
And then there is this annoying “There is no such upload” when attempting to upload a file here when you experience a lot of traffic…
While I’m at it anyway, I also find it hard to debug enums: Watch Value: Enum - Programming & Scripting - Epic Developer Community Forums Is that intended or do I do something wrong? It’s almost as if the Engine forgot to override some ToString() for the enum and instead just prints out the class name
Now I can’t proceed with the project
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