I’m currently using 4.7.2, and I had a bug with an item system I was working on in Blueprints, so I rewrote the entire thing from scratch. The problem I’m running into now is that there’s a structure I’m using to define the inventory items, and after rewriting it and saving the struct, then setting up the item, this happened when next I re-opened the editor:
This isn’t just cosmetic, though; I actually can’t break any structures of type InventoryStruct any more by dragging off an output pin. I’ve already tried rewriting the struct from scratch as “InventoryStructure” or “InventoryStructure2”, but whenever I do, then the new struct has the same problem.
I don’t know what caused this and it’s been driving me crazy trying to figure it out. Migrating to a new project didn’t solve the problem either; the bug just reproduces itself. I’m about to try re-installing 4.7 from scratch and updating in case it’s an editor problem, but I think it’s something with the Blueprints.
The issue seems to have stopped, but I’m not sure what I did to fix it. However, I can confirm that I was having the same partially loaded problem that BoredEngineer and the other post did.
If Epic Staff would communicate a bit better with each other they would have linked this post I created 7 days ago:
The answer is simple, its fixed in this commit which is already inside the 4.7 branch. So you can just download the latest 4.7 branch and compile it yourself, then this problem is fixed.
It seems that this issue is not fixed in 4.7.3. I received your private message with a link to download the project but I believe that you took it down after we discussed a fix. We are still looking for a solid way to reproduce the issue. Would you mind uploading it again and sending me another link to download?
Many users are reporting a similar problem that the mentioned commit doesn’t fix. I was able to reproduce the issue and I have created JIRA UE-12550 in our tracking software. Our developers are aware of the issue and they will be investigating it further.
We will post back here with updates as we have them.