I have a blueprint struct that simply contains 2 vectors. Every time I change the default values of the vectors in the blueprint, it disconnects every single one of my pins that use the struct… I split the struct into 6 float values before using it in some parts of the blueprints. Is this a known issue, or is there a workaround? I only saw some people expierencing the problem on starting their project.
update: Now when I split my struct node output pins, the variable names are all screwed up with some address or id after both the names.
update 2: see comment below for minimal project to reproduce
I’ve attached a minimal project with a new pawn, new game mode, new struct and new level that can reproduce the bug:
open the MyPawn blueprint and BuggyStruct blueprint. In the MyPawn Blueprint, note the connected pins from the BuggyStruct3 obtained from NewGameMode to the Make Vector Node.
Change the default x value of Vector A on BuggyStruct blueprint.
The pins from the split BuggyStruct3 to MakeVector are now disconnected.
If you resplit the BuggyStruct3 in the MyPawn blueprint, the pin variable names have been screwed up. I don’t know what this means.
I have been able to reproduce your issue, and have entered a bug report (UE-27652). Thank you for your report and for providing a test project. I will provide updates on this issue as they become available.
(using 4.11.2)
I believe im experiencing the same problem. I just changed the default value of a struct, ( by opening its asset file in the editor), when I changed the default value, the editor resaved every file that referenced the struct and broke its name and all connected pins, building the project now also fails due to unknown struct error, resulting in unknown cook failiure.
LogProperty:Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/GUI/MM_Options.MM_Options_C:ExecuteUbergraph_MM_Options.K2Node_MakeStruct_customization_struct'. Unknown structure.
LogInit:Display: LogClass:Warning: Property custom_struct of MM_Options_C has a struct type mismatch (tag STRUCT_REINST_customization_struct_0 != prop FallbackStruct) in package: ../../../../Unreal Projects/Project/Content/GUI/MM_Options.uasset. If that struct got renamed, add an entry to ActiveStructRedirects.
LogInit:Display: LogClass:Warning: Property custom_struct of MM_Options_C has a struct type mismatch (tag FallbackStruct != prop customization_struct) in package: FObjectReader. If that struct got renamed, add an entry to ActiveStructRedirects.
Sorry to hear that you’re still experiencing the issue. Could you give it a shot in a clean 4.14 project and if you are still able to reproduce it let me know what the repro steps are?
I haven’t seen this behavior on my end after performing a couple of tests.
It’s actually easy to repro on 4.14.2. And I believe the mistake on the description was to forget to mention the struct doesn’t break inside the blueprint where the variable is, but it breaks in others BP referencing it.
Create New Project (no starter pack)
Create a Blueprint GameInstance
Create a Blueprint GameMode
Create a Struct
Add one or more items in the Struct
Restart editor (not sure if mandatory to repro the issue)
In the GameInstance BP, add a new variable using our newly created Struct
In the GameMode BP, add a Get GameInstance, plug it to a Cast to GameInstance (the one we created) and using its output, get the Struct Variable from it.
Connect it to a Break Struct and to a Print text on one of the item
Restart editor
Edit the Struct, add it a new Item.
Restart editor and you should now get the error
LogProperty:Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/BP_GI.BP_GI_C:GI:Struct’. Unknown structure.
LogClass:Warning: Property GI:Struct of GI:Struct has a struct type mismatch (tag STRUCT_REINST_Struct_Test_0 != prop FallbackStruct) in package: C:/Users/JohnGenova/Documents/Unreal Projects/A_DBG_Struct/Content/BP_GI.uasset. If that struct got renamed, add an entry to ActiveStructRedirects.
LogClass:Warning: Property GI:Struct of GI:Struct has a struct type mismatch (tag FallbackStruct != prop Struct_Test) in package: FObjectReader. If that struct got renamed, add an entry to ActiveStructRedirects.
When the editor restart, i have the error in the logs.
If you are not seeing the same results, then either you missed something during the repro or there is something special with my machine/UE. But I’ve got 4.14 for a few days, it is fresh.
Let me attach the project, try to open it and see if at least you get the error when opening it.link text
Thanks for providing the project. I’ve noticed the error in your particular project, but after creating the exact same setup on my end I’m not getting the error in the logs. I noticed you were using the Victory plugin though, which could potentially be causing issues. Have you reproduced this in project that wasn’t using that plugin?
Since I haven’t been able to reproduce the issue and it appears that you have done so successfully a few times, would you mind creating a video running through the process so I can see exactly what it is that you’re doing? I’ve tried your steps as well as recreating the setup in the test project you sent me, which had a few additional changes from the original repro, and I was still unable to get the error to occur, unfortunately, so a video would be fantastic!
Thanks a lot for the video. Unfortunately, none of the support staff that I’ve recruited to test this issue have experienced the same results, even after following the video exactly and after multiple attempts.
At this time, I will mark this topic as resolved, as we are unable to reproduce the issue locally in a clean project. If you happen to discover another repro that you’d like us to try, we’d be more than happy to do so. Feel free to leave it in a comment to reopen the thread.