I’m seeing a load of issues with a custom struct when on a packaged build, to do with updating (usually adding to) it.
I’m using a single struct that contains only Slate colours, which I then use across several UI widgets to keep a consistent set of colours.
Adding a new colour into the struct works fine in editor, and will deploy and run cooking on the fly. But trying to do a standalone build produces:
LogClass:Warning: Property ColoursStruct of WIDGETNAME has a struct type mismatch (tag STRUCT_REINST_Str_ScreenColours_0 != prop FallbackStruct) in package: WIDGETNAME.uasset. If that struct got renamed, add an entry to ActiveStructRedirects.
LogClass:Warning: Property ColoursStruct of WIDGETNAME has a struct type mismatch (tag FallbackStruct != prop Str_ScreenColours) in package: FObjectReader. If that struct got renamed, add an entry to ActiveStructRedirects.
The struct hasn’t been renamed, just changed.
It seems that I have to re-compile any blueprints / widgets that reference the struct and save, which I’ve done but still tend to get the errors.
Any help on resolving this consistently would be great.
I had this issue when I changed a member variable type in a custom struct too. I used the Reference Viewer to open everything that used it and saved and recompiled each of them. Then the error went away.
Not ideal but not too bad. I wish there was a compile button for all blueprints (like the C++ compile button)
This method worked. For me though rather than opening all the blueprints in the reference viewer I opened the blueprint named in the error then had the editor Find References of the specific variable across all blueprints. My reference viewer showed more than 8 blueprints but the Find References for the variable only dug up 3. Compiled only the 3 and the error went away.