Blueprint node Construct Object from Class always throws error on editor startup. Refresh fixes the node.

Curious if anybody has seen something like this before.

Construct object node always throws the following error when starting the editor:

If I refresh the node, recompile the blueprint, or reload the class in question, it goes away and doesn’t come back until editor is restarted.

I want to blame the struct itself, like 99%. Can you test it with another brand new struct? Or at least a struct with a different signature.

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The isn’t a blueprint struct involved here, just a gameplay tag container (i know that’s a struct technically, but i think you mean like a blueprint struct?)

However, upon deleting the local variable and reimplementing it, then restart editor, it seems to be happy…

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I did, yeah. Structs of all shape and form, including the ones that come with the engine still give me grief.

Yeah same here.

I declared all of my structs in c++ which seems a lot more stable than blueprint structs (and easier to batch edit them that way), however they are still finicky.

For instance, if I start the project from the .exe (rather than from the .sln), none of the structs will load and everything in project will appear broken. Perhaps that is expected? Except that my classes defined in c++ load fine. It’s just the structs.

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My absolute worst experiences with structs come from declaring them in C++ and using them in BPs. There have been so many improvements over the years, yet finicky does not describe the experience accurately enough IMHO.

These days I simply blame it on structs first and ask questions later. And it has served me well.

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