For some reason, whenever I open my project, one of my blueprints changes from what I’ve saved it too.
I added two Event Graphs to the blueprint and ever since, it changes it back to this layout whenever I open the project file. What’s strange is that I NEVER saved it with this configuration of nodes, but for some reasons it changes the way they are connected together.
I make my changes (again) and save it, and for the rest of my time in the editor it’s fine.
However, as soon as I close and re-open the project, the issue is back. What’s more is that now it’s transferring into complete builds of the game. So EVEN when I do a shipping build, my blueprint isn’t compiling properly. This is monumentally frustrating because there’s no logical reason why it should be happening.
If anything, it may be related to moving the asset within folders. I was having real issues deleting some folders from my projects content browser when I moved things around, and some of those folders STILL appear in my content browser after deleting them again and again. The problem is if I delete those folders in Windows Explorer, I get reference errors when I open the project, EVEN though the folders are completely empty.
Anybody have a fix for this or experienced it? It seems to be violating the laws of sanity…
A further update, after taking these screenshots I noticed that it was also re-naming the inputs on those two event graphs to just “Tick”.
I tried renaming them to “Tick In” and “Tick Out” respectively, to follow the naming convention on the other event graphs, and got an instant crash with the following callstack:
!Id:c87a4f3d7a5d659fb91c8aa4bafe74fd Unknown exception - code 00000001 (first/second chance not available) Assertion failed: SinkPin->Direction == EGPD_Output [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.2\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp] [Line: 2702] KERNELBASE + 37901 bytes UE4Editor_Core + 2998748 bytes UE4Editor_Core + 1620298 bytes UE4Editor_Core + 1561376 bytes UE4Editor_KismetCompiler + 463368 bytes UE4Editor_KismetCompiler + 464323 bytes UE4Editor_KismetCompiler + 382716 bytes UE4Editor_KismetCompiler + 393443 bytes UE4Editor_KismetCompiler + 345795 bytes UE4Editor_KismetCompiler + 353005 bytes UE4Editor_KismetCompiler + 351834 bytes UE4Editor_UnrealEd + 8448185 bytes UE4Editor_Kismet + 562256 bytes UE4Editor_Kismet + 785997 bytes UE4Editor_Kismet + 805319 bytes UE4Editor_Slate + 461366 bytes UE4Editor_Slate + 1180877 bytes UE4Editor_Slate + 1080076 bytes UE4Editor_Slate + 2541610 bytes UE4Editor_Slate + 2673765 bytes UE4Editor_Slate + 635740 bytes UE4Editor_Slate + 593884 bytes UE4Editor_Core + 2624989 bytes UE4Editor_Core + 2558849 bytes UE4Editor_Core + 2629279 bytes UE4Editor_Core + 2547554 bytes user32 + 105425 bytes user32 + 104666 bytes UE4Editor_Core + 2630294 bytes UE4Editor!FEngineLoop::Tick() + 3135 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\launchengineloop.cpp:2073] UE4Editor!GuardedMain() + 476 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\launch.cpp:132] UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\windows\launchwindows.cpp:207] UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
It might be worth adding that copy & pasting Collapsed Graphs also causes a lot of these crashes. Something is seriously messed up here…