Hi,
I can’t duplicate a certain map in a project. On attempt to save the newly dublicated map - this error pops-up:
Can't save umap graph is linked to object BlueprintGeneratedClass (unknown property in external map)
Please help
Thanks
Hi,
I can’t duplicate a certain map in a project. On attempt to save the newly dublicated map - this error pops-up:
Can't save umap graph is linked to object BlueprintGeneratedClass (unknown property in external map)
Please help
Thanks
Hey there @GenericNickname7! I’ve seen a thread on this issue before, however I’ve never experienced it myself. So here’s a couple of resources that might have an answer!
Please let me know if either of these present the answer for you!
Thank you a lot for your help. I familiarized myself with the topics and tried following some of the advices.
What has been tried so far:
Fixed-up references for the content folder
Deleted all actors from the map and all level blueprint content. Unfortunately the issue still persists.
Also, the corrupted versions of the level seem to create 2 level blueprints - packaging gives this error: "UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: Detected the creation of more than one LevelScriptActor (/Game/Maps/GamePlayLevel.GamePlayLevel:PersistentLevel.GamePlayLevel_C_4, /Game/Maps/GamePlayLevel.GamePlayLevel:PersistentLevel.GamePlayLevel_C_1) within the same outer. This can lead to duplicate level blueprint operations during play."
Tried deleting all new blueprints and any new additions the old ones
I tried substituting the umap with back ups - the recent ones give the same result, the only one that works is 2 weeks old. But it’s at least some good news
Solution:
Copied all actors from the corrupted map into the emptied back-up map. In case if anyone has the same problem and you didn’t make backups - you can find some in the Saved/Autosaves folder.
In order to copy the blueprint level content and avoid the “failed to save error” - paste the copied content into a notepad and replace the old name level with the new one and recreate references/events for renamed actors in level bp
For example
EventOwner=TriggerBox'"/Game//Maps/GamePlayLevel.GamePlayLevel:PersistentLevel.TriggerBox_1"'EventReference=(MemberParent=Package'"/Script/Engine"',MemberName="ActorBeginOverlapSignature__DelegateSignature")
bInternalEvent=True
→
EventOwner=TriggerBox'"/Game//Maps/GamePlayLevel1.GamePlayLevel1:PersistentLevel.TriggerBox_1"'EventReference=(MemberParent=Package'"/Script/Engine"',MemberName="ActorBeginOverlapSignature__DelegateSignature")
bInternalEvent=True
The cause is your code using hard reference to object in another level or level streaming. And this code will run from Construction Script or Pre Construct.
Solution is changing Hard reference to Soft reference.