Blueprint defaults saving/reloading issues

I’m having trouble with my project - everything has been running fine but I hit a snag where it was always saving, and saving files that I havent even changed.

I would save the file then go and close the project and it would ask me if i was sure i wanted to quit without saving a while bunch of others. I’m at a point now where if I go either way, some of my changes arent saved at all

while this is happening, it takes forever to play my scene - even if no changes are made at all and its the 2nd play

the speed issue is crippling - my memory usage is at 3gb, with 15% cpu usage while playing - can we be able to cancel a play? here is my output log - i have a bunch of these - might be related

LogOutputDevice: === Handled error: ===
Ensure condition failed: Child != nullptr [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.2\Engine\Source\Editor\UnrealEd\Private\Kismet2\KismetReinstanceUtilities.cpp] [Line: 290]

Stack: Address = 0xbfc4d866 (filename not found) [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xbfaf2101 (filename not found) [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xbeb18200 (filename not found) [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
Address = 0xbeb12649 (filename not found) [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
Address = 0xbeaee9ba (filename not found) [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
Address = 0xbe6346a1 (filename not found) [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
Address = 0xbe645a4b (filename not found) [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
Address = 0xbe445265 (filename not found) [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
Address = 0xbe800606 (filename not found) [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
FEngineLoop::Tick() 0x21997b03 + 0 bytes [File=d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\launchengineloop.cpp:2091] [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor.exe]
GuardedMain() 0x2198d1ec + 0 bytes [File=d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\launch.cpp:132] [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor.exe]

GuardedMainWrapper() 0x2198d25a + 5 bytes [File=d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor.exe]
WinMain() 0x21999119 + 17 bytes [File=d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\windows\launchwindows.cpp:207] [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor.exe]
__tmainCRTStartup() 0x21999fa9 + 21 bytes [File=f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] [in C:\Program Files\Unreal Engine\4.2\Engine\Binaries\Win64\UE4Editor.exe]
Address = 0xdc7f16ad (filename not found) [in C:\WINDOWS\system32\KERNEL32.DLL]
Address = 0xde8d4629 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll]
Address = 0xde8d4629 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll]

Hi BPANDREW -

I want to clarify a few things to make sure I understand your issue. Is it the auto-save function which is always running or when you hit save and it will not stop saving? Does this slowing because of updating and saving assets occur when compiling blueprints or materials or only when you save the level (*.umap file)? Also, what was the last development you did in your project before this issue started to occur?

Thank You,

Eric Ketchum

I’m only working on one .umap file at the moment - my files keep getting ‘dirty’ stars next to them - so autosave does kick in, or when i hit ctrl S it saves a bunch of things (more than what i worked on) then if i go to quit RIGHT after saving it says more files need to be saved

Last development - I am using inheritance and a lot of my actors relate reference a lot of other actors. the last thing I was doing was creating a generic base class turret to spawn shots that could be of different types (generic missile launcher, shot gun and many different variations)

i just came back to my workstation and auto save was running - it was saving things I wasnt directly working on (but through inheritance/composition was referenced) - I had a blueprint open with the dirty status * in the it. after the auto save that * was STILL there, I did another ctrl-s save on the blue print, it and a few other things saved

Hi BPANDREW -

Not looking at the auto-save (which you can be turned off if memory usage becomes an issue), When you update your blueprint and actors are marked dirty in the content browser does hitting the Save File icon in the content browser mark them as clean or do they stay dirty?

Thank You

Eric Ketchum

when “save all” the dirty stars go away, however - sometimes RIGHT AFTER I DO THAT I can save again and it actually saves things, or ill go to quick my editor and it will warn me files have been left unsaved

Do you happen to have a blueprint open after you save all? If you have a lot of inheritance going on and even though you have just saved, the blueprint being opened will tell the engine that certain assets are dirty.

I am having a hard time reproducing this error here, can you let me know what version of the engine exactly whether it is a compiled (from GitHub) or pre-compiled (from Launcher)? Also a copy of your DXDIAG would be helpful.

Thanks

Eric Ketchum

I’m using 4.2.0 - I updated to 4.2.1 this morning and have a noticed a slight improvement - im using your pre-compiled version from the launcher.

see attached link text

i have a base class - i think the issue might be triggered if i make a change to it, and leave it open and continue to work on other things - i understand how it probably has to update all of the child instances, but perhaps it gets confused… it may also be the backups?

maybe if there was some sort of “clean and build” option like in visual studio to flush memory and intermediate content - if that would help

i just closed my client because memory usage was hihg (over 3gb) i had a bunch of blueprints opened - i saved all, it saved no problem - i quit the client. I re-opened the client - all of the blueprints reopened with my project and are all marked as dirty

Hi BPANDREW -

Would you be willing to share your *.UAsset files and your *.UMap file for the project that is causing this issue, or test assets which are generating the same issue?

If so, please zip and upload to a Dropbox and we will continue to try to break this issue down

Thank You

Eric Ketchum

Hi Eric,

I too am having this issue and have created a project that demonstrates it.
Tested using 4.2.1 built from github as well as 4.2.1 downloaded via the launcher.

Example 1 - subclassed assets marked dirty only if open at the same time

  • open project
  • in the Blueprints folder open “MyPawn” blueprint as well as “MyPawnSub1”
  • now change something in MyPawn that requires a recompile
  • notice after you recompile that “MyPawnSub1” will be marked dirty even though there are no changes.
  • Note: If you dont open “MyPawnSub1” it won’t be marked dirty.

Example 2 - subclassed assets marked dirty possibly due to cycle dependancy

  • open debug project
  • in the Blueprints folder open “MyPawn” blueprint
  • now change something in MyPawn that requires a recompile
  • after the compile you should now notice that the “MyActor” blueprint is marked dirty even though it wasn’t changed at all.
  • Note: I tried to simplify my scene and noticed when I deleted the Enum stuff the issue went away. Unfortunately I’m not sure if it’s due to the enum or not. Even though the cast was still there the file wasn’t marked dirty.

This really causes havok with perforce as so many assets can end up being checked out.

link text

Hi -

Finally able to reproduce this issue and have entered a bug report. There are also several reports that our engineers are working on in regards to the blueprint marking as dirty issues.

Thank You for your help tracking this issue down. I will keep you informed as I get information-

Eric Ketchum

Awesome thanks Eric!