Why are the blueprints breaking when migrating to another project. Even though I migrated the complete content folder the Blueprints shows compilation errors like "get reference to self " cant be attached to the node, the object type gets changes to something default?
Is there any way to make this not happen?
is there any other to migrate as like in unity by making packages ?
Hey @beetel_007! Welcome to the Forums!
Unreal does indeed have a migration feature that allows you to move the contents of a project and updating any needed references. If you are not already following it, here is Unreal Engine’s guide on migrating assets:
I hope the above solution works for you!
Hey, thanks for your reply. This error happened after migrating. I am missing parent class from the blueprint. for example I had added vehicle feature pack from unreal to one of my projects. After migration Its missing parent class. The parent class for the vehicle blueprint was :Wheeled vehicle pawn : which I am not able to find in the migrated project.
Do you have any idea how can I find the parent class?
Hey @beetel_007!
That is odd as it should have transferred since one of your assets was dependent on it.
You have a few options. The first (and recommended) is to go back to your original project and find the parent and migrate it to its specified location.
Otherwise, you may also be able to re-add the vehicle template and see if that works for you.
I hope this helps!
This can happen whenever the blueprint class is derived from a plugin. In your case, make sure the target project has either chaos vehicles plugin or physx vehicles plugin enabled before migrating, depending on which one was used in your car content pack. Hope that helps.
Hey @L.F.A Thanks , It solved the issue. The feature pack was derived from a plugin “chaos vehicles” which was not enabled in the target project.
Glad it helped.