Blueprint pin disconnects after restarting the editor

Every time after closing and opening my project, this connection in one of my blueprints disappears:

46215-bug+disconnect.jpg

Hi Theokoles,

Is this happening with just one blueprint? Also, have you tried reproducing the issue in a new project?

It’s possible the blueprint in your project has become corrupted. Try deleting that node and any connecting nodes, then replace them.

If that doesn’t work, make a clone of your project and try rebuilding that blueprint entirely.

Let me know if anything works for you.

I was able to reproduce the bug in a new project. In the new project I have created the blueprint you see in the screenshots. After saving, closing and opening the editor the connection between GET and Target disappears.

The local Tracks array and the input TrackToCouple is of type TrackTest (the blueprint itself).

I tried following your screenshots but I still couldn’t get the pins to disconnect on restart. Could you upload the test project or a link to download it?

Where should I upload it?

If it’s under 5 MB you can upload it directly here, but if it’s larger I recommend uploading it to Google Drive or Dropbox. Then you can create a share link and post it here for us to download.

Here is a small test project that produces the bug. I have connected GET and Target, then saved and closed the editor. Then I created the rar. When I open the project again, GET and Target are not connected any more.

Having similar issue. In 4.7 worked good, but with 4.8 the “add item to array” disconnect the added item pin after editor restart. Using the add in actor event graph, the added item is self. The function itself work as intented when adding back the pin, but bit annoying to set everytime :slight_smile:

Hey SaOk, I think I read in the 4.8 release thread that is you use a cast node on the self reference before adding it to the array, it won’t disconnect on project startup, although you might get blueprint compiler warnings. That might save you some time :slight_smile:

Thanks, will try that :slight_smile: Anyway having the issue only in ~two places. Will need to keep eye on this hub and forum. Only getting used with the system.

Hi Theokoles,

Thank you for the test project. I created JIRA UE-17322 for this issue and our developers will be investigating it further.

We will post back here with updates as we have them.

Cheers,

TJ

Thanks for your support. The workaround using a pure cast node is working for me in the meantime.

Hi Theokoles,

This is now working properly in our latest internal build. You should see if fixed in a future release.

Cheers,

TJ

Sorry for necroing the thread. But in the latest build of the editor (launcher version 4.11) the same thing is happening when you connect a self reference to an interface message call.

Hi Bariudol,

I attempted to reproduce the original issue again in 4.11 but it’s fixed for me. What you are seeing maybe a similar but different issue. In this case it would probably be best to create a new report in the Bug Report section. Make sure to include as much info as possible (exact repro steps, screenshots, and/or a test project).

Have this issue in 4.14.3

Hi GoatOfDeath,

I retested the exact repro the original poster provided and the issue doesn’t occur in 4.14.3. So I believe what you are seeing is a similar but different issue.

First, try retesting it in the latest 4.16 Preview.

If it still happens and it specifically deals with ‘child blueprint variables’, please read this Forum post and comment there if you think it’s the same issue.

If not, please create a new post in the Bug Report section of AnswerHub and provide exact repro steps and/or a small test project.