I just spent the better part of today recreating a lot of work. I’m hoping someone can either tell me a better way, or Epic can put this on a list of possible future improvements.
I’ve been working on AI stuff in a separate project from the main game. My schedule is sporadic, so to avoid causing problems for the full-time developers, I worked apart from the main project. I got things to a good state and was ready to bring my work over to the main project.
Most of the work I did was in C++ classes which were subclassed by blueprint. The C++ code was easy to move over - I just had to change the class macro name. But, apparently, the class macro name is part of how Blueprints recognize their parent class, similar to a namespace (or perhaps, it actually uses C++ namespaces - I haven’t dug into the macro too closely).
Because of that, when I subsequently migrated all my blueprints that were subclassing my C++ classes to the new project, they broke because the superclass could not be found (.EnemyCharacter is not the same as RepublicSniperAI.EnemyCharacter). Worse than that, reparenting a blueprint is only available if you can actually open a blueprint, but it wouldn’t let me open the broken blueprints.
After a considerable amount of trying to get them to work (including a quickly abandoned foray into trying to edit the blueprint asset with a hex editor), I ended up recreating all my blueprint logic - dozens of them - from scratch.
It feels like there has to be a better way to migrate mixed C++/Blueprint projects that I somehow missed, because if not… well, it really should be easier to share or re-use code between projects.