Hey ,
The failed save occurs only in one character blueprint in my project. However, when I recreate the blueprint from scratch, somewhere along the re-implementation it fails to save the blueprint, breaks/corrupts the blueprint, and children of that character blueprint start throwing the import errors when the editor is loaded.
My classes:
CCMinion (Parent: Character)
CCMinionTest (Parent: CCMinion)
CCMinionTest is getting the import errors (arrow, movement, mesh) as it was a child of CCMinion before the failed save. Re-parenting CCMinionTest with CCMinion doesn’t seem to accomplish anything (same import errors), and creating a new blueprint that parents CCMinion after the failed save does not cause import errors, but has broken functionality since its values are stuck at null.
It’s worth noting that the components still appear under the “Components” tab in the blueprint editor, but are not modify-able, and a different naming convention is used in the child class (just means they’re null perhaps?):
CCMinion Usage:
Building (Parent: Actor) - Array variable, Return value on function.
MinionController (Parent: AIController) - array, variable, function parameter
TaskAttackEnemy (Parent: BTTask_BlueprintBase) - Accesses variable from MinionController
TaskFindEnemy (Parent: BTTask_BlueprintBase) - Accesses array from MinionController, sets variable in MinionController
CCMinionTest as child
CCMinionTest Usage
Building (Parent: Actor) - Spawns actor CCMinionTest
I’m going to spend some more time trying to reproduce this error more consistently/transparent. If any staff would like to take a look at my project please let me know and I’ll upload to my dropbox.