Blueprint node connection disconnecting randomly

4.8.2. When I refactor my code UE4 gets confused sometimes and disconnects nodes. I spend half my day putting connections back or moving actors back to their original locations. editor is way too buggy. Please fix it ASAP.

Hi ,

We’re going to need to know which node types are getting disconnected, and if it’s same nodes each time. When you say “refactor my code,” do you mean recompiling a Blueprint, or are you working with C++? Any more specific information may help us find cause of issue. I’ve assigned a member of our team to look into this for you, and they’ll post here if they have more questions. Thanks!

Hi ,

We haven’t heard back from you in a few days, so we are marking this post as resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with additional information.

Cheers,

TJ

Hi TJ,

problem is persisting in our project so I’ll let you know how we’re managing it.

We create a struct with Text, Text, Texture2D and Static Mesh. I hooked it up to some functions and variables across project. I then change Structure Static Mesh to use a Skeletal Mesh, and “Save All”. Everything gets re-hooked up, all Break Structures that hook into Set Skeletal Mesh etc.

But then when I restart editor Breaks, For Each Loop entries and Function Outputs are all unhooked.

From past experience, this has been happening since 4.6, with same basic steps (Create Struct, use it, change a Variable Type, then restart engine after hooking up Struct).

Hi CelestialPanda,

I’ve tried reproducing this with same steps but I haven’t been able to get this to happen. If you have time, would you mind creating a small test project that has issue for us to test in-house?

I was on vacation last week. I can’t remember which nodes. I just am afraid to refactor anything now as I get random disconnections. editor is unreliable.

After some more testing in-house it would appear that if we have source control, and attempt to edit structure without first checking out every file affected by structure, engine panics and that’s how we get errors.

I do get option to save & check out affected files when I change structure, but it still seems to cause errors.

What source control program are you using?

Perforce.

Hi CelestialPanda,

What steps are you taking to reproduce this on your end? If I understand it correctly, steps should be:

  1. Open Editor (any project with perforce)
  2. Open any blueprint
  3. Create a struct with a text, text, texture2D, and static mesh variable
  4. Call struct in blueprint
  5. Break struct
  6. Plug struct values into other nodes (print strings should do for this test)
  7. Compile, save, restart project
  8. Open blueprint

At this point, connections should be lost because it was not checked out from perforce and then submitted? Is there anything I should be doing differently here?

Still having constant problems of nodes being disconnected, files being corrupted and constant problems. If I refactor my code, change names of entries in structures, rename functions, move or copy files, I always get corruption and problem and broken nodes. This is after spending a week migrating my code to a new project and getting out all corruption. Basic stuff in editor is completely broken.

Hi ,

Can you be more specific? What specific steps can I take to reproduce these errors on my end? Are steps that I listed for CelestialPanda steps that you are taking? When you move files, are you fixing up redirectors? Is this a c++ or blueprint project?