JSwigart:
I’m running into an issue with an ability that references a custom task. I can select the custom task to add it to the timeline, and it compiles and saves without any apparent issue, but next time I open the editor, if I try to save that ability again, I get “check” assets in engine code for that referenced task
void UBlueprintGeneratedClass::InitPropertiesFromCustomList(uint8* DataPtr, const uint8* DefaultDataPtr)
{
FScopeLock SerializeAndPostLoadLock(&SerializeAndPostLoadCritical);
check(bCustomPropertyListForPostConstructionInitialized); // Something went wrong, probably a race condition
…
Also, perhaps related, but the Task name in the timeline changes to have a REINST_ prefix.
Anyone else see this sort of issue?
Yea, you don’t want REINST_. This is fixed in the latest version (which still hasn’t gone out - I’m writing up an email to marketplace support right now).