I don’t need help. This is for people who google the warning because when I did there was nothing at all.
Animation Blueprint /Game/MyAnimBP.MyAnimBP has nodes with invalid node guids that have been regenerated. This blueprint will not cook deterministically until it is resaved.
Obviously if resaving it got rid of it, this wouldn’t be necessary. Nothing I tried would fix it. Tried using resavepackages commandlet to no avail. The real issue is the warning - it’s fully misleading.
This would have been caused when I copied/pasted my idle state (with all the turn in place logic), and – I can only guess here – one of the transitions decided to retain the original’s guid.
Finding out exactly where in your anim bp won’t be friendly for most people I’m afraid, I built target Debug Editor (source engine only) and set a breakpoint on AnimBlueprintCompiler.cpp line 113 ( bNodeGuidsRegenerated = true; ) - NOTE: I did not test if DebugGame Editor can debug this.
If you can’t debug it, you could back up your animation blueprint and delete stuff → restart editor until you no longer get the warning when you open it back up for the first time.
The debugger has “InGraph” which is “SwimIdleState” so I know where it is occurring, and “AnimationGraphNode_TransitionResult_0” so I know it’s the return value of an animation transition determining whether it can be taken or not (enforced by the property name = “bCanEnterTransition”).
It was a pretty complex state, but I just nuked it and copied the same template that would have caused the issue in the first place over and changed what I needed. This time there was no issue (I’m using git 5.1 branch, currently unreleased).
This issue originated in 5.0.1 so it may have been an engine bug that is now hopefully fixed. If not, maybe this helps someone.