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!
Dear community,
I have developed a little blueprint function library class that when used it causes the editor to not be able to save:
[40519-message.png]
The code below is a blueprint function call:
UCLASS()
class TESTPROJ_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "VictoryBPLibrary")
static UFlowerObject* CreateFlowerObject();
};
The “can’t save” problem starts as soon as I set the return value…
One of your blueprints has corrupted reference. Create backup now, before you change anything. And in future do daily backups. When you have backup you need to find culprit blueprint (or actor).
Fastest finding method for such stuff is bisection. Ie. you delete half of actors in scene and see if unreal still crashes. Thenb you know in which half of actors corrupted one is. And you continue until you find that one crashing everything. Yes restoring from backups is slow, so consider getting SSD f…
Please let me know if either of these present the answer for you!
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