"Best practices" on a project using BP and c++ ?

So, i’m new to unreal engine and i’m working on a personnal project.
On this project i use classes derived from the base actor classes so i can have more of an hand on the detailed action specific to this classs for example i have a class along the line of “A_NPC” that i use has a base for the blueprint of all my npc and the different interaction they have.
Doing so i have trouble on each boot of unreal engine, has the engine isn’t able to load the classes all the BP give me errors, so far i have been recompiling the project and then reload the assets that give me errors.
And so now if i do the mistake to open one of the BP before doing so i end up with BP saved with variable of undefined type and reloading them with the Assets>Reload Asset crash the engine.

So here is my question is there any way to avoid that problem ? or at least have a way to avoid crashing UE ?

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