I have a master blueprint where a SphereComponent is listening to event OnComponentBeginOverlap.
Nothing fancy, everything works as expected when player walks over Sphere.
So i’m saving and compiling, everything is running when playing.
Shutting down editor, opens it ones more. And there is missing wires from my OnComponentBeginOverlap event.
This causes all blueprints inherited from this one to also brake. Getting back to where I was working takes about 10 minutes of rewiring just to point where I was when i left it.
So when rewiring is done, i can happily recompile and start up game ones more.
Anyone have a solution or have experienced this before?
If you are using a C++ project, and you change things in base class, then rebuild project in VS, this is what happens when you re-open project. Only to nodes that inherit from classes you changed. What is sphere component part of, and what does it inherit from?
I notice that there is a message saying;
Internal compiler error inside CreateExecutionSchedule(site 1); please contact framework team as we need a repro for this bug!
Put [Epic] in title, maybe someone from epic will be able to help you- looks like it could be a bug that they’re aware of…
I’m moving this to Bug Reports section, and will make sure it gets looked at as soon as we can. In meantime, would you feel comfortable zipping and attaching Blueprint with which this happens? Thanks!
Thanks! I’m not getting same error, but BP isn’t compiling correctly to begin with yet. What are you casting to from Other Actor in Overlap node? And I don’t see a function for Update Pickup Info… is that in BP you’re casting to?
I’ve sent you version while it was in its corrupted state, so no compiling im familiar with
[working][3]
Anyways, i’m linking to my entire blueprints catalog, one sample when everything is working (i had to rewire). After recompile and save, i zipped contents.
[not working][2]
Next thing, shut down editor open it again. Trying to compile, and problem arises. Here i saved and zipped contents.
It looks like Player_Master might be corrupted. If I try to open it, it crashes editor. I’m assuming this does not happen for you? I’ll take a look at logs for that, but in meantime I may need to see whole project, as it’s possible Player_Master is referencing something that doesn’t exist without it.
Okay, I’m definitely seeing same thing now, and in fact it has begun to crash after reconnecting nodes and shutting project down. This seems similar to a few other issues we’ve seen, so I’m going to compare and send this to our developers to look at.
I have entered a bug report in our database for our developers to look at (TTP# 346913). I will let you know as soon as I hear back what may be causing this. In meantime, I’d like you to try recreating this Blueprint and seeing if same issue occurs. Please let me know results and I will add notes to bug report. Does this happen with any other BPs, or just this one?
Unfortunately no, because we’re not entirely sure what causes it yet. Hopefully once we discover it, we can fix it so it won’t be an issue in future, but we won’t know until developers find root of problem.
I’ve recreated blueprint, just by creating a new blueprint based on Actor. Having old and new blueprint side by side and rewire new one just like old one (well almost, found some improvements I could do).
Rebased actors that inherited from Pickup_Master to new blueprint. So far so good! Compiled everything without warnings or errors, pressed played and BOOM a crash. Reopened engine and now newly created blueprint is acting just like old one.
I had a similar problem on another blueprint (Weapon_Master), but i solved it by doing a bind to event like this.
Tried to do it on Pickup_Master, but no event gets triggered when doing so.