Recently migrated project from 4.6.1 to 4.7 and I’ve been having problems packaging it. Turns out, one of the widgets is failing to save properly due to it being partially loaded.
I found something similar to what I am experiencing, but I don’t have any subversioning that would cause this asset to be checked out, or held open by anything.
The widget cannot be deleted, replaced or edited (due to it being “open”). Making it a very big deal for me right now. Any thoughts on how to fix this bug?
I have this problem too and can confirm that it’s a major issue since it can render a project totally useless. In my case it happens in a struct, and I can’t save it, and the “break stuff nodes” have been converted to strange numbers (instead of the property names…)
If you cannot reproduce this in a clean project, would it be possible for you to provide the project that is being used so that I can take a closer look at this issue?
There’s a BP that I have to compile every time I restart the editor. The struct that is having this problem in my project references that BP. Perhaps that’s the cause. I can PM my project to any staff that needs it.
I was able to reproduce this issue with your project. I have written up a report ( UE-11455) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.
I managed to fix my issue for the partially loaded asset.
From the test I’ve done, mine caused by the old “REINST” problem we loved so much
I re-made the widget that was broken (partially loaded) completely from scratch again, using the exact same methods and variables and manually replaced the references throughout all the other blueprints. The newly created widget would save properly as long as the editor was open. The moment you would close and re-open, the SAME error occurred (partially loaded asset) on the new widget.
To fix this, I had to completely re-work how those blueprints interacted and allow it 0 possibility of cyclical dependency.
After re-working the blueprints and removing all references of the broken blueprint, delete it from your project and you should be good to go from that point onward. Once the blueprint is broken with this partially loaded bug, it doesn’t seem possible to “fix”, deleting it was the only thing that worked for me.
I expect this is the 4.7 version of “REINST”
I hope this was able to at least help some people looking into this issue!
Once again thank you for sharing the information and workaround that you have come up with. I am sure that this will be helpful to the other users with a similar issue.