Something odd is happening and I’m not too sure why.
One or more blueprints has an unresolved compiler error, are you sure you want to Play in Editor?
- DroppedGoldLarge
- DroppedGoldMedium
- DroppedGoldSmall
- DroppedHealthLarge
- DroppedHealthSmall
Basic idea so you can understand what is going on. There is grass in the world, when you attack/cut it down it spawns a random blueprint that the player can pick up.
So, the setup for the items that are dropped are as follows - I have a parent class (not transforming core events into custom events) with 5 child blueprints that all have their core events turned into “RecieveBeginPlay_1, RecieveActorBeginOverlap_1 and RecieveTick_1” upon reloading the editor. It works fine once set/they have been remade with the correct begin play .etc, they just die after a restart and show unresolved compiler errors for all 5 child blueprints.
This only started happening while I was trying to turn the randomiser below into a macro to be reused elsewhere.
It is whenever I move these blueprints into a macro that it bugs out on reload, just not sure why this would cause an issue.
This is the grass custom event that is fired when you attack the grass.
That should be everything but if you need further info I can provide. Any ideas if I am to blame or if there is something else going on under the hood?