Blueprint Corruption on OnComponentBeginOverlap

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?

Does this happen eachtime you Close editor and reopen project ?

Yes, every time I close and reopen editor. Or when editor crashes and I reopen it again.

I have a similar problem though it only affects a single wire which is fairly easy to fix once I’ve identified it.

Didn’t find a fix yet… maybe creating class new and redoing everything inside it…

I sure hope you find a solution here!

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…

This is a blueprint only project for time being.
Down below you can see details for blueprint and SphereComponent itself.

Is there a form somewhere for contacting them?

Do you have any problem with binding to an event, or do your problem exist on another type of connection?

Hey xonium,

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!

Hey ,
I’m attaching files we are having troubles with.
within archive, Pickup_Master.uasset is from where pictures are taken.
link text

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 :slight_smile:

[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.

This is what was missing from last time.

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.

Whoops, nevermind, looks like I just set up folders wrong.

Hm, still might need that project, though. Doesn’t look like it’s working as you described right now.

Ohh, okay…
I’ve uploaded complete project.
working snapshot is directly after I’ve done rewiring.
working project

not working project, is directly after I’ve done a save/compile and after that shut down editor and reopen it.
not working project

(just a note, they are at 4.8gb, so it might take some time to download :slight_smile: )

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?

Okay, great, hope you are able to solve it!
Do you have any suggestions what i can do with it, to perhaps, avoid this behavior?

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.