Casting to custom Character class inside Animation Blueprint causes error after reopening engine

I am modifying the default animation blueprint and have changed the class of the Character reference to the type of my custom character. This is how I initialize it:


When I run the game everything works as intended and I get no errors. When I reopen the engine, however, the animation blueprint suddenly breaks. The Character reference loses its type and the Cast To node gets turned into a Bad Cast Node:

Then I have to manually replace all the problematic nodes and everything starts working again. I have tried running the engine from Visual Studio, rebuiding the game’s modules and building from source, but I still get the same results. Is something wrong with my custom character class (it is a C++ class) and do I have to add/change any properies in it or the animation blueprint itself?

I managed to fix it by recreating the animation blueprint from scratch, I guess there was something with thr default one that didn’t like it when I inserted new things

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