Blockquote
Hello,
since today I have a new Error.
I have a blueprint which triggers a custom event in event graph. (camera animation / matinee actor)
I created a variable in blueprint which triggers custom event to get access.
My Map is the “Minimal_Defaul” so my variable object is “Minimal_Default_C”
In Viewport - everything works fine. As soon as I save blueprint of project I get following error:
Can’t save
…/…/…/…/…/…/Users/XXXX/Documents/Unreal
Projects/MyProject3/Content/BLUEPRINT.uasset:
Graph is linked to object(s) in
external map. External Object(s):
Minimal_Default_C
Try to find chain of references to that object (may take some time)?
Was not able to find a solution in forum or anywhere else.
Best
edit: I mean it triggers a custom event in LEVEL BLUEPRINTS
Hey
Which version of editor are you using? Are you able to reproduce this error in a new project, or does it only occur in your current project? If you create a copy of your project in 4.5, does same error occur?
I’ll give it a try with 4.5
I copied my project into a new compiled 4.4 build… but - same error!
Maybe it isn’t even possible what I’m trying to do? Is it legit to call a custom event in level blueprint from a class blueprint?
level blueprint contains an event which triggers matinee actor to play.
event is called from class blueprint after double clicking.
additon1: reproduced error with 4.4 and a clean project without any content
addtion2: reproduced error with an older build of 4.5 on a OSX system in a clean project without any content
I apologize, I didn’t realize what you were trying to do. No, you shouldn’t be able to reference Level Blueprint or variable and functions inside Level BP from another Blueprint. general problem is that a Blueprint can be used in multiple levels and referencing Level Blueprint can cause errors like this. A better solution would be to put this functionality into its own Actor Blueprint and drop that into level, and then you can reference its function in another BP.
Hope that helps!
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I realize this is an extremely old post, but I recently ran into same problem, with a Level Blueprint graph provided to us by an external company. Moving blueprint and/or recreating level events and variables would have taken me at least a full day, if not more, so nothing suggested here made sense to attempt. I did, however, find a very stupid (though amazingly time-saving) workaround:
Duplicate umap you wish to have a forked copy of. Do not save it. Open umap, and then open it’s Level Blueprint. If you go to the “Class Settings” tab at top of your graph, you can see the “Class Options” on right side of graph. From there you can change parent class of duplicated level to a different class. If you only have on option for parent class, you can create a new one (C++ or blueprint, doesn’t matter). Once you’ve changed parent class (even though you will most likely have blueprint compile errors) you can save umap to disk successfully. Once it’s been saved you can then re-parent umap to it’s original class and save umap again. You may see one or two blueprint compile errors, but when I re-started engine those went away. You can also replace them manually. Either way, you will have entirety of your level blueprint as it was in umap you duplicated from, and it will work exactly same way.
Happy hacking! I hope this can help at least one other exasperated soul who doesn’t want to spend their day moving blueprints around.
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In my case the error was referring to landscape nanite static mesh. Rebuilding the nanite landscape solved the problem and allowed me to save the map.