I am moving this from another previous issue which is semi-relevant.
Apparently a few of my blueprint starts to behave strangely. I causes me the blueprint to
- be unable to do ‘Replace Reference’ ( Consolidate Asset ) with them,
- Unable to use Any Blueprint library, I suspect this is due to them being forced to be loaded first before the library.
Firstly I get an error saying this.
The assets below were in the root set and we must remove that flag in order to proceed. Being in the root set means that this was loaded at startup and is meant to remain in memory during gameplay. For most assets this should be fine. If, for some reason, there is an error, you will be notified. Would you like to remove this flag?
Upon pressing Yes. I am given another list of error.
Blueprint /Game/PC_Blueprints/Characters/BP_BaseInfantry.BP_BaseInfantry is in use.
---
Running the editor with '-NoLoadStartupPackages' may help if the object is loaded at startup.
---
External referencers of Blueprint /Game/PC_Blueprints/Characters/BP_BaseInfantry.BP_BaseInfantry:
BlueprintFunctionNodeSpawner /Engine/Transient.BlueprintFunctionNodeSpawner_2448 (2)
0) None
1) [[native reference]]
BlueprintFunctionNodeSpawner /Engine/Transient.BlueprintFunctionNodeSpawner_2449 (2)
0) None
1) [[native reference]]
BlueprintEventNodeSpawner /Engine/Transient.BlueprintEventNodeSpawner_641 (2)
0) None
1) [[native reference]]
BlueprintFunctionNodeSpawner /Engine/Transient.BlueprintFunctionNodeSpawner_2450 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5022 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5023 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5024 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5025 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5026 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5027 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5028 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5029 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5030 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5031 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5032 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5033 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5034 (2)
0) None
1) [[native reference]]
BlueprintVariableNodeSpawner /Engine/Transient.BlueprintVariableNodeSpawner_5035 (2)
0) None
1) [[native reference]]
BlueprintGeneratedClass /Game/PC_Blueprints/Characters/BP_PlayerChar.BP_PlayerChar_C (11)
0) None
1) [[native reference]]
2) [[native reference]]
3) [[native reference]]
4) [[native reference]]
5) [[native reference]]
6) [[native reference]]
7) [[native reference]]
8) [[native reference]]
9) [[native reference]]
10) [[native reference]]
BlueprintGeneratedClass /Game/PC_Blueprints/Characters/BP_InfantryPawn.BP_InfantryPawn_C (11)
0) None
1) [[native reference]]
2) [[native reference]]
3) [[native reference]]
4) [[native reference]]
5) [[native reference]]
6) [[native reference]]
7) [[native reference]]
8) [[native reference]]
9) [[native reference]]
10) [[native reference]]
BlueprintGeneratedClass /Game/PC_Blueprints/Characters/BP_AIBaseChar_Infantry.BP_AIBaseChar_Infantry_C (11)
0) None
1) [[native reference]]
2) [[native reference]]
3) [[native reference]]
4) [[native reference]]
5) [[native reference]]
6) [[native reference]]
7) [[native reference]]
8) [[native reference]]
9) [[native reference]]
10) [[native reference]]
BlueprintGeneratedClass /Game/PC_Blueprints/Characters/BP_AIBaseChar_Infantry.SKEL_BP_AIBaseChar_Infantry_C (11)
0) None
1) [[native reference]]
2) [[native reference]]
3) [[native reference]]
4) [[native reference]]
5) [[native reference]]
6) [[native reference]]
7) [[native reference]]
8) [[native reference]]
9) [[native reference]]
10) [[native reference]]
BlueprintGeneratedClass /Game/PC_Blueprints/Characters/BP_InfantryPawn.SKEL_BP_InfantryPawn_C (11)
0) None
1) [[native reference]]
2) [[native reference]]
3) [[native reference]]
4) [[native reference]]
5) [[native reference]]
6) [[native reference]]
7) [[native reference]]
8) [[native reference]]
9) [[native reference]]
10) [[native reference]]
BlueprintGeneratedClass /Game/PC_Blueprints/Characters/BP_PlayerChar.SKEL_BP_PlayerChar_C (11)
0) None
1) [[native reference]]
2) [[native reference]]
3) [[native reference]]
4) [[native reference]]
5) [[native reference]]
6) [[native reference]]
7) [[native reference]]
8) [[native reference]]
9) [[native reference]]
10) [[native reference]]
Function /Game/PC_Blueprints/Characters/BP_PlayerChar.BP_PlayerChar_C:UserConstructionScript (2)
0) None
1) [[native reference]]
Function /Game/PC_Blueprints/AI/BP_AIControllerInfantry.BP_AIControllerInfantry_C:ExecuteUbergraph_BP_AIControllerInfantry (1)
0) None
Function /Game/PC_Blueprints/AI/BP_AIThreatObject.BP_AIThreatObject_C:TryToAddActor to ThreatGroup (2)
0) None
1) [[native reference]]
Function /Game/PC_Blueprints/AI/BP_AIThreatObject.BP_AIThreatObject_C:Remove Actor from ThreatGroup (1)
0) None
Function /Game/PC_Blueprints/AI/BP_AIThreatObject.BP_AIThreatObject_C:SelfDestructCheck (1)
0) None
Function /Game/PC_Blueprints/AI/BP_AIThreatObject.BP_AIThreatObject_C:INIT InitialThreat (1)
0) None
Function /Game/PC_Blueprints/AI/BP_CoverZone.BP_CoverZone_C:ExecuteUbergraph_BP_CoverZone (1)
0) None
Function /Game/PC_Blueprints/AI/BP_CoverZone.BP_CoverZone_C:DetectNearbyEnemy (1)
0) None
Function /Game/PC_Blueprints/AI/BP_CoverZone.BP_CoverZone_C:ProcessNewThreat (1)
0) None
Function /Game/PC_Blueprints/Characters/BP_AIBaseChar_Infantry.BP_AIBaseChar_Infantry_C:ExecuteUbergraph_BP_AIBaseChar_Infantry (1)
0) None
Function /Game/PC_Blueprints/Characters/BP_AIBaseChar_Infantry.BP_AIBaseChar_Infantry_C:ReceiveBeginPlay (1)
0) None
Function /Game/PC_Blueprints/Characters/BP_AIBaseChar_Infantry.BP_AIBaseChar_Infantry_C:UserConstructionScript (2)
0) None
1) [[native reference]]
Function /Game/PC_Blueprints/Characters/BP_AIBaseChar_Infantry.SKEL_BP_AIBaseChar_Infantry_C:ReceiveBeginPlay (1)
0) None
Function /Game/PC_Blueprints/Characters/BP_AIBaseChar_Infantry.SKEL_BP_AIBaseChar_Infantry_C:UserConstructionScript (1)
0) None
Function /Game/PC_Blueprints/Characters/BP_PlayerChar.SKEL_BP_PlayerChar_C:UserConstructionScript (1)
0) None
Shortest reachability from root to Blueprint /Game/PC_Blueprints/Characters/BP_BaseInfantry.BP_BaseInfantry:
Blueprint /Game/PC_Blueprints/Characters/BP_BaseInfantry.BP_BaseInfantry [target] (standalone)
Followed by this error
Can't save ../../../../../../Users/JNJ/Documents/Unreal Projects/ProjectCombine/Saved/Autosaves/Game/PC_Blueprints/Characters/BP_BaseInfantry_Auto1.uasset: Graph is linked to private object(s) in an external package.
External Object(s):
/Engine/Transient
Try to find the chain of references to that object (may take some time)?
I would really appreciate if someone can assist me to get to the bottom of this. I’m willing to send anything needed. This issue isn’t new it has been going around for a long time and it’s causing a great deal of trouble.
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