Blueprint Graphs are Black and won't display any code!!

I deleted a blueprint that was labeled as (OLD CODE), and thought I safely could. And error occurred and stated I should probably exit and not save anything, so I did.

I tried going to my backup of the project, and for some reason, it will not display those blueprints, but that backup was before I had created the class that I deleted…I am at a serious loss…

WHY CAN I NOT SEE ANY BLUEPRINT CODE?
I would expect that even if a cast node exists that was trying to cast to a deleted class, I would be able to go in and delete th cast node and replace, but no code shows at all. I have lost a significant (very, I wanna puke) amount of work :frowning:

Restarted and now many of my blueprints will not show and blueprint code in any graphs, just black.

Tried to play, and I get these errors:




My CaMT_PanelManager will not compile and will not display code (other blueprints compile but do not show code)


I can see the Get Timeline Asset Function, but error says could not find function?

It’s Parent Class Compiles but shows no code


This line of code shows the blueprint I deleted
image

I do not have a backup where this file exists

It seems perhaps I had a cast node casting to the deleted cast, but i don’t understand why all my blueprints would go black and not show code?

I thought perhaps something still had that deleted class assigned as parent, but cannot find one that is. Seems like a cast node caused all of my blueprints to go black?

I cannot figure out how to fix this…

Other blueprints do work, but many do not.

I have also tried updating project to 5_5 and does samething.
Weird thing though, is my backup will play and work, but code does not show in blueprints. Current Project will play but not work properly (and was previously)

Hey @blindminds !

I am not sure if we can fix this but lets try.

I am assuming you are not using version files like p4 or GitHub. If you are using something like that try to revert your changes.

Are you using a full source engine? Try to do a clean of it

Did you try to change the parent to another actor? It will force to the blueprint to recompile.
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Do you know when you tried to delete the engine created a redirector? Can you try to remove that redirector?

Oh man, I forgot I had this post and created another one.

I found the solution. For some reason, I think deleting the blueprint class, and having a cast node in other blueprints messed things up.

I figured out that if I drag the graph tab out into a floating window, the graph would generate, and then if i moved the tab back, it would go back to black.

I had to close all tabs, then double click to open a graph, drag tab away into floating window, and since it is only tab, drag it back to where I wanted it and the graph would stay loaded.

However, I had to always do this no matter what i did.

Many years of using UE (4-6?) and I never realized you could save and load editor layouts…so I loaded the default and it solved the problem for good

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