Okay I thought Id dive in and try out structs in blueprint and I hit a wall thats causing entire project to crash. I think what happened is I was trying to recompile a child before prerequisite enum/structs.
I have a nested array of structs, 2 enums and a controller class reference. Ive attached logs but I can provide assets if they are required for testing, be warned project is corrupted so I will be attempting to rebuild affected files before they will actually open again.
I might have to try to replicate it, I have corrupted blueprint so I can pass that on (with prerequisites) but Im not sure how useful it’ll be. Its a pretty serious crash which causes editor to continually crash afterwards. Im fairly certain that blueprint saved before structure did, perhaps I hadnt saved structure manually first and blueprint dirty flag doesnt work properly for compile order.
I narrowed my issue down to having actors or classes as defaults in struct. No BP corruption seems to be involved, although I thought there was at first.
Is entire project corrupted, or just Blueprint? Do you have an array in struct with at least one variable? Does crash occur when you save Blueprint (or save project, if it’s a Level Blueprint)?
Having actors or classes in an array in struct, or is no array involved? And are you getting a crash as a result? After crash, if you reopen project you can reopen Blueprint okay? This might be a separate issue, but we discovered a bug today involving array defaults in structs and I want to see if this is related at all. Thanks!
I think my issue and issue in this thread presented pretty identical behavior on face of it, but after troubleshooting for a few more days it seems like they aren’t related after all.
I believe it’s having actors or classes in an array that is in a struct. I’m in 4.3 btw.
It appears that in case of my bug, blueprint does not truly corrupt, however it may seem like it has because you can’t save it successfully with any reference to improperly created struct in it, and there may still be a reference to it in memory till you clean it up at save. If you fix struct itself blueprint will save though.
Ah, yes, I see that post now. Seems I was a little late to that party (this one just got assigned to me today). Glad we got that report in, though. Thanks for your work tracking it down! Hopefully we get that fixed soon.