Agh, super sorry about that. I was off by one line when I pasted in one of changes.
Hmm. After cherry-picking those hash #'s above and rebuilding I’m still getting error. This is what Git is telling me. Are these right commits?
Why does it look like #'s don’t match up when it shows me those changes on GitHub I wonder… I did cherry-pick c9aa7 … and cherry-pick cb17e… and on GitHub I see different #'s…
Nevermind. Still getting used to Git-hub… those are my integrated commits. In any case, I do have right commits you mentioned and still get error. So there must be something else depending on fix.
Unless you have local engine changes can you just grab latest branch of 4.7? I have not tried running with those changes pulled in selectively - only before those changes and latest.
OK. I’m assuming your “latest” is something similar to “promoted” branch but not quite? I assume your “latest” is something internal to Epic.
By latest I meant latest version of 4.7. Just cloning branch, rather than pulling in individual changes. command to clone a single branch is:
git clone --branch --single-branch []
so to clone UE4 4.7 into current directory just do:
git clone https://github.com/EpicGames/UnrealEngine.git --branch 4.7 --single-branch ./
OK. I was under impression that those branches hardly every compile and we should stay out of them until they get pushed into release branch.
It’s good to be wary of them! For sure… I need to figure out how to identify green (compiling) labels in git. I am not as experienced with git as I am with P4.
Well you are right. 4.7.3 (4.7) branch at moment fixes that issue. If I run into another one I will be sure to post steps. Thanks you sir!
Thank you for confirming fix. Please do start new threads with new issues. This kind of testing at bleeding edge really helps 4.7 stabilize.
Still happening in 4.8:
It’s even worse now, I am often not able to save my work, have to restart editor and start all over.
,
There have been a lot of fixes that have gone in for results of circular dependency issues like this one, but they don’t resolve all instances of it. If this specific fix didn’t address yours, please create a new post and, if at all possible, include a copy of your project that consistently reproduces issue so we can find its cause here. Thanks!