Could not find a function named "None" in character BP only on initial launch

Unreal Version 4.21.2

I am getting the error: Could not find function named “None” in Character_Pawn, make sure that Character_Pawn has been compiled for. This only happens when I first launch unreal. All I do to fix it is hit compile and then everything works fine. I tried saving all and re-launching but it keeps happening so I keep having to hit compile whenever I first open the project.

277253-capture1.jpg

When I click on “None” it takes me to a collapsed graph with no errors in sight. I even tried disconnecting this graph completely and the error still comes back (the collapsed graph only contains one input and no output).

I have also tried migrating the Character_Pawn blueprint to a clean project and get the same error.

Hi have you tried to refresh the collapsed node? Right-click refresh. Maybe you renamed a pin and it hasn’t updated.

Yes I have tried this and also refreshing all nodes to no avail. I even unplugged the collapsed node completely and it still throws an error on launch. The strange thing is that inside the collapsed node there is no error on any of the nodes. The error reference opens the collapsed node in a new tab but does not point me to any node specifically. Also if I expand the collapsed node and then compile unreal crashes completely. I’m installing debugging symbols now so I can see what the crash log says.

Here is part of the log:

Assertion failed: Result [File:D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp] [Line: 2274]

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:417]
UE4Editor_UnrealEd!FBlueprintEditorUtils::FindBlueprintForGraphChecked() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:2275]
UE4Editor_BlueprintGraph!UK2Node_CallFunction::HasExternalDependencies() [d:\build\++ue4\sync\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:2603]
UE4Editor_UnrealEd!FBlueprintEditorUtils::GatherDependencies() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:3022]
UE4Editor_UnrealEd!FBlueprintEditorUtils::GetDependentBlueprints() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:3064]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:425]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:203]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:766]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3258]

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Thanks