Hey there, I’m currently trying to implement something via the Control rig system and noticed a weird behavior that sometimes happens. Unfortunately, I’m unable to get an exact repro because it happens after a while working inside the control rig. When I create a new variable and want to edit it in any way (delete, change single -> array), it affects a different, already created variable.
This causes all the nodes referencing the other variable to get deleted (if I delete the new one) or change their signature (if I change single->array and vice-versa).
I think it might be some kind of bug, where the new variable has the same GUID as the old one. I don’t know much about the control rig system in C++, but feel free to give me some pointers to debug it locally to provide better debug information.
Thanks!
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Hi, I think your guess that the GUID matches the other variable is likely the root cause of this. Do you remember if you copied the original variable and then changed the type? If the variable was copied, it would make sense that the GUID may not have updated. But if the variable was created from scratch, it seems less likely that this is the problem.
We ran into a similar bug to this recently, which has just been fixed for 5.8. But it’s dependent on some of the changes that have been made to the Control Rig code post 5.7. I remember from a different EPS case that you’re integrating drops of the engine directly from Main? If you’re on code from after 5.7, I think it’s more likely you would run into this kind of issue with duplicate GUIDs, as some of the code around variable creation has changed.
Anyway, the fix for the issue I mentioned is available at 53676313 if you’re able to integrate it to test. But as I say, if you’re just on the vanilla 5.7 code, I think it’s less likely that this will resolve the issue.
Let me know how you get on.
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Ok, sounds good. This thread will stay open for a couple of weeks, so hopefully you can test out the change during that period. If not, just add another comment to it to keep it open, or feel free to open a new one once you’ve tried the change.
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Thanks, right now we are merging new changes into our stream, so we will include this changelist as well.
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