Control Rig procedural element limit quiet failure

Hi all, forgive if posted in the wrong place or format, first time submitting to the forum.

I’m running into a kind of silent failure state (no log messages to indicate any issues) where if I hook up any more blueprint nodes into my construction graph, the rig will start to “turn off” entire earlier segments of the construction graph when it compiles. It’s not particular to any node (I can hook up any subset of construction graph nodes in any order, and it only starts to shut off nodes once the graph hits a certain “length” of executed nodes. It doesn’t matter what node pushes it over this invisible limit, it seems to just matter that a certain number of controls/nulls are being spawned procedurally.

I’ve upped bp.ScriptRecurseLimit as well as gc.MaxObjectsInGame without any effect; I supposedly have 207 procedural elements with the entire construction graph hooked up (lowering the Procedural Element Limit under Hierarchy Settings below 208 produces an error).

Has anyone experienced this behavior of construction nodes just quietly turning themselves off when the graph exceeds a certain size? Any insight would be tremendously appreciated.

(I’m in UE 5.4.4)

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