Blueprint made from C++ class with mistake retains mistake despite fixing mistake

Hi. I’m totally new to UE and am following the tutorials for the Twin Stick Shooter. The first C++ code that I wrote here was to set up the Base Character. In it, I made the mistake of misspelling “Base Character” (Base Caracter) for the Category in the isDead property in the BaseCharacter.h file.

When I made the Blueprint from this Class, it obviously created a “Base Character” and “Base Caracter” variable category.

So to try to correct this, I deleted the Blueprint and edited the code to correct the spelling mistake. I checked this and all spelling throughout the files in case I’d made more than one error. I corrected the one other time it was misspelled. However, on recreating the blueprint from these corrected files, the blueprint still had the incorrect Category with the variable in it.

I’ve tried, calling the blueprint something else, and deleting it multiple times. I’ve tried reloading the project and even the whole program.

Does anyone have any idea why this is persisting?

Thanks for your help.

I know that often with my blueprint/C++ interaction, building the source within my C++ editor (Visual Studios) does not always update the blueprints. Usually the compile button disappears. If I restart the engine and compile from unreal it fixes it. Otherwise it sounds like some sort of bug. (I am using 4.9 and I can see that you are using 4.11 so I am not sure if any of this will work.)

Thanks JoelComberiati. I know this sounds like a real noob statement but even just realising from your message that I could compile in Visual Studio solved the problem for me. I didn’t realise it had to be built before being used in this way.