So, I just updated my Unreal Engine from 5.3 to 5.3.1 and my child character BP classes came out broken. Basically all inherited components like mesh, character movement and capsule deny me access to the details pannel. Like this:
So now I can’t change scale, can’t change avoidance in movement ou any “details” element. It is all the same as the parent class, which causes me a lot of problem. However, if I create new child characters BP from the same BP that all the broken ones inherit from, they come out ok. Like this:
My last resource is to simply migrate all child character BP that was made in 5.3 and below to newly created ones, that works. But it will take a long long time to do so… Anyone knows what to do?
When this happen, it is because you probably are using an invalid variable in the constructor… The editor execute all constructors when starting… then if you have a acces violation in the blueprint constuctor the editor crash… so that is a big problem… you must delete that blueprint or the editor never start again… that is one of the reason i using C++… In C++ you can fix this problem but not in blueprint.
Ok now everything makes sense:
You can’t see the details of the component because they probably made some change to the variable type or its declaration. (Maybe they added or removed specifiers)… your components got corrupted because the Editor is unable to adapt to those changes. (It’s a horrible bug and Epic should do something to fix that)… you’re lucky to be able to open the project. If you use those components like this you will probably have a crash…Try to do what I said in my first post… If it doesn’t work (reparent the bluerpint again)… If it doesn’t work either, delete it and create a new one.
Hey!
Sorry for the delay in responding. I just tried the sequence you posted (blueprint) and it didn’t work for me. In any case, I’m redoing the problem actors and taking the opportunity to review some things along the way.
Thanks anyway, I hope this helps someone!
Sometimes the editor is a nightmare…
Use blueprints only when necessary.
If you can do it in C++ then do it in C++.
Fixing problems in C++ is much easier.
When I have this problem in C++, it is enough to change the component name. However, the blueprint has made you lose all your work. This is my biggest criticism for Epic. Nobody wants to drive a car with wheels in bad condition.