Not pleased.
I expect some issues. I expect instability. I expect UMG to crash.
I don’t expect all of my blueprints to crash the editor in a non-preview build. This project has never been opened on any preview version.
Hey Xendran, can you please post this to the AnswerHub? That way I can assign a technician to get all of the information from your reports and get to the bottom of this. Thank you!
Same issue on all backups unless i revert to old engine versions.
Alright, i’ll do this. I’ll have to do it later as I’m heading out shortly.
First post was kinda… not harsh but not exactly a pleasant tone. I was pretty annoyed but I’m more calm now so expect future posts to not be as snarky
Doesn’t work. Something about one of my blueprints has to be corrupted for some reason, in a way that affects even the menu that tries to list them (despite me making no changes AT ALL in the last 2 days, and it working completely fine yesterday).
EDIT: Uh… So apparently i have to open the blueprint for one of my UMG menus first? If i open up TestMenu, i can then proceed to use everything like normal.
What…?
I’ll get this on answerhub soon enough. Im just… well being me (looking for workarounds and i found one randomly).
EDIT: I feel like it has something to do with the fact that i have an actor blueprint that contains absolutely nothing but structure variables. I had no problems (other than typical slate crashes) until i made it.
Yeah, corrupted Blueprints are very annoying.
I have a problem with transient data ********. I have to reopen my HUD blueprint and recompile the Bleuprint libraries it depends on, every time I open the Editor else compiling and play will fail. grrr
I assume its some form of blueprint corruption, i just wonder how it would have happened. I’m very careful with my files and my project isn’t particularly big yet (in my opinion).
Uh… I had a function called “Use” in an actor blueprint that was never used or placed. I deleted that and all problems are solved…
???
Okay then…
EDIT: And now it’s randomly stopped working again
EDIT: Found the problem. I forgot that i had actually made my skills based off of rMasterSkillBlueprint when they should have just been actor blueprints. I was messing around adding my masterSkillStruct variables to the rMasterSkillBlueprint and it was causing issues.