Hello, I am in need of some serious help. Basically I had a sword BP which has a skeletal mesh. I opened it and Unreal prompted me that the skeleton is wrong , that it will generate one and save. After that my swordBP or any of its children weren’t doing any damage. Other weapons were still usable( doing dmg etc). I decided to migrate the same sword( with an altered name etc)that I knew worked and it did. I also reparented my faulty’s sword children to the new one and they were working as well. After a couple of hours the sword BP(the one that was working) once again was NOT doing any damage. I checked if Unreal is just bugging or something and deleted DerivedDataCache,Binary,Intermidiate and Saved and now no weapon works. What can I do now? I have some backups but a)the newest one is 3-4 days old so some of my features are missing and b)I don’t know how to deal with it so that this error doesnt happen.
Before that, my game was really close to launch and I’d hate to end it here…
I think at this point your best option is to take the hit and restore from a backup. Re-doing a few days of work is usually less painful than chasing issues like this forever. I’d also recommend making backups more frequently going forward.
If you ever see that skeleton regeneration prompt again, I’d hit cancel and investigate immediately. Auto-regenerating a skeleton can break a lot of things in ways that aren’t obvious at first.
This really looks like a cascading reference problem. My guess is that some of it was being masked by cached data, which is why things half-worked until you cleared the cache.
Also, if you’ve been moving assets around in the project, make sure you regularly fix redirectors (right-click the Content folder → Fix Up Redirectors). That alone won’t cause this, but it can definitely make things worse once references start breaking.
You could try to repair it, but there’s a decent chance something subtle is still broken somewhere. Personally, I’d take the safer route and roll back to a known-good state.