Upgraded to 4.12.5 but Still having trouble with adding new variables to InventoryItems and Tooltipitems structs…
if I add a new variable such as “price” to the struct and then compile and run… it works great… but if I try to package the game… then I get these errors.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.08.01-14.20.07:777] 0]LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C:LoadInventoryItems.InventoryItems.InventoryItem
MainFrameActions: Packaging (Windows (32-bit)): s'. Unknown structure.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.08.01-14.20.07:779] 0]LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C:IncreaseInventorySize.Temp_struct_Variable'. Un
MainFrameActions: Packaging (Windows (32-bit)): known structure.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.08.01-14.20.07:779] 0]LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C:GetInventoryItemCount.CallFunc_Array_Get_Item'.
MainFrameActions: Packaging (Windows (32-bit)): Unknown structure.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.08.01-14.20.07:780] 0]LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C:GetEmptyInventorySpace.CallFunc_Array_Get_Item'
MainFrameActions: Packaging (Windows (32-bit)): . Unknown structure.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.08.01-14.20.07:781] 0]LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C:ClearInventoryItem.Temp_struct_Variable'. Unkno
MainFrameActions: Packaging (Windows (32-bit)): wn structure.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.08.01-14.20.07:781] 0]LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C:SetInventoryItem.InventoryItem'. Unknown struct
MainFrameActions: Packaging (Windows (32-bit)): ure.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.08.01-14.20.07:782] 0]LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C:GetInventoryItem.InventoryItem'. Unknown struct
MainFrameActions: Packaging (Windows (32-bit)): ure.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.08.01-14.20.07:783] 0]LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C:GetInventoryItem.CallFunc_Array_Get_Item'. Unkn
MainFrameActions: Packaging (Windows (32-bit)): own structure.
MainFrameActions: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.08.01-14.20.07:784] 0]LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/InventorySystem/Blueprints/Components/InventoryComponent.InventoryComponent_C:InitInventory.Temp_struct_Variable'. Unknown st
MainFrameActions: Packaging (Windows (32-bit)): ructure.
I fixed it previously by setting Inventory variable to a bool(or anything else) and then switching it back to inventoryitems struct and relinking all the nodes
but obviously that is a lot of work to do each time I want to add a new var…expecially since I have to do it all over again for the “tooltipinfo” struct also
Someone mentioned simply “recompiling all the functions” that use those structs… but that doesn’t seem to be working for me (unless I am doing it wrong)
I am doing a search for “InventoryItems” struct variable and then re-compiling each Blueprint that has that variable in it (even though it already has a Green checkmark as if it’s already compliled - so not sure if that’s actually re-compiling the function)