I have a couple of actor blueprints that cast to my player character. My character is a c++ derived blueprint. On editor reload, it warns me that “blueprints have errors in them”.
When I open them the nodes with errors are my character’s variables. If I click compile they compile without me changing anything.
The issue is, this resets the actors to 0,0,0. I don’t mind opening a couple of blueprints but replacing them every time is not viable.
Any ideas?