4.10 Compile Errors

Just updated to 4.10 and have an issue that is not present in 4.9.2.

I have several blueprints that have compile errors on project startup. If I try to play, it will inform me of compile errors in several blueprints and ask me if I want to play anyway.

Then, I go to those blueprints and compile them, no problems everything green. I play, and everything works as expected. I save the files, and exit the editor.

Load the editor back up, and the compile errors have returned. Again, just being annoying and not seeming to actually affect anything.

So, I go into one of the BP’s and try and find what it is talking about:

http://img.photobucket.com/albums/v129/Decimatus/Answerhub/4.10%20bug.png

Notice there is only 1 foreachloop per tick in the blueprint that the compile error is referencing. It definitely has an array plugged into it and it definitely works in game.

Any ideas?

Hi ,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • Is there anything in the struct itself that may be causing the compilation error to occur?
  • What steps can I take to reproduce this on my end?

I am not sure how you could replicate it, but I seem to have fixed the issue. I do not know why it is fixed, but maybe you can see something I don’t.

Old:

New:

The old is a macro that existed in many of my blueprints, all of which were popping up with the error I showed you.

The new is in my macro library and uses local variable instead of a global variable. The switch from global to local variable “should” be the only practical difference between the 2 macros. Not sure how that could create the error in the original post.

Any ideas?

By the way, I have had the macro library for awhile now. I just implemented for the rest of my loops since it wasn’t having compile errors and the old macro was.

Any reason why upgrading to 4.10 would cause the old macro to error out but not the new?

Hi ,

I’m happy to hear that you were able to fix your error. Unfortunately, I don’t have a good answer for why global vs. local variables would make a significant difference. Both images you’ve shown look like they should work as intended as far as I am aware. I checked back through the release notes and saw no changes that should cause this to occur. For now, I will mark this as answered for tracking purposes. If you experience this error again, please post here and I’ll be happy to take another look.