I am experiencing the same as above.
I’m trying to upgrade my Generic Shooter marketplace asset to 4.9 and I’m experiencing some super annoying cooker issues that seem systemic of something deeper.
When I load Generic Shooter in 4.9, there are some Input nodes I have to delete since they don’t have an equivalent (Get Key equivalent for On Analog Value Changed? This is rather unfortunate but is a seperate issue). After fixing those up and recompiling any classes that PIE complains about (literally just hit compile and save and its good to go), PIE works as expected with GS.
The problem shows itself when cooking itself. Variables declared in the parent base class seem to just… not be findable in the child classes when cooking. The editor finds these variables and uses them just fine and everything works as expected, but numerous child/parent class references breaking on cooking is causing all sorts of problems and is making migration to 4.9 unfeasible.
Log is posted below.
Repro is easily done creating a project using the Generic Shooter marketplace asset and then trying to package it.
Edit: Full log attached:
[link text][1]
58377-genericshooter.log (1.33 MB)
confirmed for 4.9… would be nice to have this fixed
I have the same issue
Confirmed here too
Probably i have the same problem. Do you package with Shipping or Development setup? In my case Development build works fine, but I can’t cook it in Shipping mode. No meaningful error (just “RunUAT.bat ERROR: AutomationTool was unable to run successfully.”), but a lot of warnings like “Warning: CreateExport: Failed to load Parent for Function /Game/Blueprinty/Ciosy/CiosyDlaPostaci/1H_Cios1.1H_Cios1_C:UserConstructionScript; removing parent information, but keeping function”
I’m using Development, but I also get the same thing with Shipping.
Getting the same errors but in blueprint. Call to parent function fails, but the inherited function itself is fine.
Hey ,
Generic Shooter is only available for 4.8 at this time. This means that upgrading it to 4.9 may not transition smoothly. Once the update to 4.9 is released, these issues you’ve pointed out should no longer occur.
Could you please upload your full error log as a .txt file? This will allow me to view the whole log with ease.
Also, have you attempted to ensure that these parent and child classes are paired correctly? Sometimes when migrating or updating your project to a new version, code in specific sections has changed and some child/parent pairs will need to be redone.
Let me know how that works, looking forward to hearing back!
The issue for me, and I think most of the people here, is that migrating to a new versions breaks so many aspects of a project. I know it’s probably best to wait for a 4.9 version of the samples, but what about people who have this issue in projects that they have sunk many an hour into? My point is that upgrading to a new version is almost always like pulling teeth.
Hi =). is the creator of that marketplace pack. He is not able to do the update transistion itself and release it to everyone.
Thanks for informing me he’s the creator. I missed that hint earlier.
Hey Sorrien,
I understand that it can be troublesome for updates to take place on certain projects or plugins however, the engine is forever changing. So if there is a specific bit of code in the engine that changes that’s in your project, you’re going to have to replace the broken information with the new information. Does that make sense?
If you’re working on a large project, or a game you’re going to release, it’s best to stay on one stable version of the engine. AAA title games stay on a specific version of the engine and implement a certain selection of additions to the engine through Source (GitHub). Doing it that way, keeps the project and the engine both stable. If you’re going to attempt this, please always keep back up files of your projects just in case something doesn’t update properly for you.
Although, once I receive the full from , I will have a bit more information to go on and to assist further.
Thanks!
Hello ,
I understand the issues inherent with upgrades and changes. The issue described here has been a problem with upgrades at least as far back as 4.6. Of course, I do keep backups of my projects. I will take your advice of finding a version of the engine and sticking with it.
Thank you.
You’re welcome.
Hey ,
We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.
Thank you
Full log attached.This happens on 4.9 and the most recent 4.9.1 as of 9/12/2015
[link text][1]
58377-genericshooter.log (1.33 MB)
Hey ,
Here are the errors regarding the parent classes:
[2015.09.13-02.12.49:938][895]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.13-02.12.49:904][ 0]LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/GenericShooter/Weapons/Common/GrenadeLauncher/Projectiles/BP_Projectile_Grenade.BP_Projectile_Grenade_C:UserConstructionScript; removing parent information, but keeping function
[2015.09.13-02.12.49:946][896]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.13-02.12.49:931][ 0]LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/GenericShooter/Weapons/Common/GrenadeLauncher/BP_GrenadeLauncher.BP_GrenadeLauncher_C:UserConstructionScript; removing parent information, but keeping function
[2015.09.13-02.12.49:963][898]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.13-02.12.49:944][ 0]LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/GenericShooter/Weapons/Common/GrenadeLauncher/BP_Pickup_Ammo_Grenade.BP_Pickup_Ammo_Grenade_C:UserConstructionScript; removing parent information, but keeping function
[2015.09.13-02.12.49:971][899]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.13-02.12.49:955][ 0]LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/GenericShooter/Weapons/Common/Pistol/BP_Pickup_Ammo_Pistol.BP_Pickup_Ammo_Pistol_C:UserConstructionScript; removing parent information, but keeping function
[2015.09.13-02.12.49:979][900]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.13-02.12.49:965][ 0]LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/GenericShooter/Weapons/Common/Rifle/BP_Pickup_Ammo_Rifle.BP_Pickup_Ammo_Rifle_C:UserConstructionScript; removing parent information, but keeping function
[2015.09.13-02.12.49:988][901]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.13-02.12.49:977][ 0]LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/GenericShooter/Weapons/Common/Rifle/BP_SuperRifle.BP_SuperRifle_C:UserConstructionScript; removing parent information, but keeping function
[2015.09.13-02.12.50:029][906]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.13-02.12.49:986][ 0]LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/GenericShooter/Weapons/Common/Rifle/BP_Pickup_Ammo_SuperRifle.BP_Pickup_Ammo_SuperRifle_C:UserConstructionScript; removing parent information, but keeping function
[2015.09.13-02.12.50:038][907]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.13-02.12.50:026][ 0]LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/GenericShooter/Weapons/Common/RocketLauncher/BP_RocketLauncher.BP_RocketLauncher_C:UserConstructionScript; removing parent information, but keeping function
[2015.09.13-02.12.50:437][955]MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.09.13-02.12.50:035][ 0]LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/GenericShooter/Weapons/Common/RocketLauncher/BP_Pickup_Ammo_Rocket.BP_Pickup_Ammo_Rocket_C:UserConstructionScript; removing parent information, but keeping function
Have you attempted to recreate the parent class and recreate the function that calls the parent class from the child? If not, could you please do that for at least one of these files above and provide that information to me and include the ?
Thank you!
I have done so and the same exact warnings are appearing, just in a different order. Doing some more digging, I’ve found that this doesn’t seem to be a 4.9 specific issue, but simply just an issue I’ve only now come across when migrating to 4.9. According to this answerhub question, this same issue with this same reporting and same behavior existed in 4.4/4.5. CreateExport: Failed to load Super for Function X - Blueprint - Unreal Engine Forums
I’ve seen some other answerhub questions floating around about this too. I suppose I’ll just hold off on migrating Generic Shooter to 4.9 until these others get resolved, as this has turned out to be a duplicate question.
I’ve solved the other warnings that you’ve culled out of my original post by accepting the fact that 4.9 won’t allow reading of parent variables in some cases and creating explicit functions to return the value of the variables I need to access in the children. Calling those functions seems to work reliably.
Update: Because the warnings you’ve extracted and the resulting behavior that results from them seems to be limited to the construction scripts of child classes, I’ve reworked my project to not rely on construction scripts. This doesn’t solve the issue, but it makes the issue less relevant for me. With this workaround and with the child-parent function-to-access-variable workaround, the warnings are still present on cook but they can now be ignored. This is fine for now I suppose.
Hey ,
The warnings you’re seeing regarding ‘Failed to load Parent for Function’ is an issue that we are aware of. It’s entered into as a priority 3 and it’s unresolved at this time. If you’d like to check on this issue in the future, please refer to UE-20194.
These warnings seemed to have started happening a lot in 4.9 with data-only blueprints’ UCS functions. For data-only blueprints, ones which only call their super’s UCS, we’ve removed that function on load. Otherwise it wouldn’t be a data-only blueprint, and the function is unneeded as it only calls the super.
With that being said, it looks as though there are children of the data-only blueprints that are now looking for that super function, but it’s no longer within the code, thus producing these errors.
Since you’ve stated you’ve went through the warnings and errors provided in your log, would you please mind providing me with the newest error log that you’ve received?
Thank you!