Cyclic dependencies is not fixed at all

I had a “blueprint of death” bug (cyclic dependencies that were disconnecting nodes…)

Well, when I updated from 4.4 to 4.7 all seems fine, but when I play the game and the part of code (the BP nodes) where the bug was happening enters in action the editor freezes for ever, I have to finish the proccess.

If I try to edit this BP before playing, the editor crashes, so currently I have no way to solve the problem.

I have not tried to update to 4.5 and 4.6 thought, but even if this solves the problem I think taht you (Epic games) should know about that.

I would send to Epic the project for they to make some tests, if youre interested tell me how to send it to you in a private way.

Thanks!

I would suggest making an answerhub post in the bug section about this. Be as detailed as possible. If this is circular dependency problem, also include which blueprints are talking to which and then provide those blueprints in the post.

I thought on doing that but Ill wait a bit

Anyway the problem is on a simple cast to another BP, nothink extrange, I did tons of them in tons of projects and they work as intended.

Right now you give zero information about your problem, so no one able to help you and waiting is not going to help either :slight_smile:
Answerhub post allows you to contact support devs faster and you will be able to sent project for tests and etc.

I know I know thank you guys, anyway Ill be posting it when I have some time

But about the “zero info” Ill post some screens later but there isnt much to explain, its just a cast, they need to look into the project to try to solve it

If someone experiments this problem will find here that its not alone

It isn’t “Just a cast” as you say. No one can solve your mysterious problem without any information to track it down.

If you are experiencing circular dependency issues, then you need to explain what blueprint is casting to what other blueprint, and then every way in which the other blueprint is casting/talking to the first blueprint. And maybe even what other blueprints are talking to both of the first blueprints and in what ways.

I´m sad of giving info that really is not enought to figure out nothink, as I said, they need to look into the project, here are 2 examples, the first is the current problem Im saying, the second its supposed to be solved, but really I have not tested it in 4.7, Im adding it here just to show Im not as noob as you think I am hehe

Current problem:

Related problem:

Anyway I´ll be opening a new answerhub question to let Epic track the issue